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TRAINING 4 

SONG OF THE DRAGONBORN 4 

TRAINING PARTI: CHARACTER CREATION, 5 

WELCOME TO SKY RIM 5 

SELECTING A RACE., 5 

PARTI: THE RACES OF SKY RIM 5 

PART II: RACIAL ADVANTAGES 6 

SKILLS AND PERKS..,., . ,9 

SKILLS OVERVIEW 9 

IMPROVING SKILLS: SKILL BOOKS 12 

IMPROVING SKILLS: AUGMENTATIONS 12 

SKILL CONSTELLATIONS ...13 

COMBAT SKILLS: THE PATH OF MIGHT .13 

STEALTH SKILLS: THE PATH OF SHADOW .17 

MAGIC SKILLS: THE PATH OF SORCERY . 20 

CHARACTER ARCHETYPES .....23 

OVERVIEW 23 

TRAINING PART 2: 

COMBAT, DEVELIPMENT, AND CRAFTING . . .. 29 

CHARACTER ADVANCEMENT ...29 

COMBAT IMPROVEMENT .29 

SHOUTS AND OTHER POWERS . 32 

DISEASES 36 

LYCANTHROPY ,37 

VAMPIRISM 38 

CRIME AND PUNISHMENT ... 39 

CRAFTING 41 

ALCHEMY 41 

ENCHANTING 43 

SMITHING.. 47 

OTHER CRAFTING ACTIVITIES .51 

TRAINING PART 3: 

ADVENTURING ACROSS SKYRIM . ., ....... . . , ....55 

THE HOLDS OF SKYRIM ......... .55 

DUNGEON EXPLORATION 56 

OTHER SITES OF INTEREST 58 

SHADOWMARKS 60 

BOOKS. .. ., ............. 60 

IMPROVING YOUR STANDING IN SKY RIM 6 1 

FOLLOWERS .. .................... 62 

SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST 67 

THE INVENTORY 70 

SPELLS, WEAPONS, ARMOR AND ITEMS ... ... 70 

WEAPONS, ARMOR, AND ITEMS 74 

CRAFTING: ALCHEMY .81 

CRAFTING: ENCHANTMENTS 1 86 

OTHER ITEMS.. 91 

THE BESTIARY OF SKYRIM 101 

BESTIARY ADVICE 101 

QUESTS 117 

MAIN GUEST 1 1 7 

OVERVIEW 117 

AVAILABLE QUESTS 117 

MAIN QUEST: ACT ! 117 

UNBOUND...... 117 

BEFORE THE STORM 120 

BLEAK FALLS BARROW 122 

DRAGON RISING 124 

THE WAY OF THE VOICE 125 

THE HORN OF JURGEN WINDCALLER 128 

A BLADE IN THE DARK 130 

MAIN QUEST: ACT II ...131 

DIPLOMATIC IMMUNITY 131 

A CORNERED RAT 1 35 

ALDUIN'SWALL. ...... 138 

THE THROAT OF THE WORLD 139 

ELDER KNOWLEDGE 141 

ALDUIN'S BANE . 144 

MAIN QUEST: ACT III .145 

THE FALLEN 145 

PAARTHURNAX 147 


SEASON UNENDING 148 

THE WORLD-EATER'S EYRIE 150 

SOVNGARDE ...152 

DRAGONSLAYER 153 

EPILOGUE. 154 

THE COMPANIONS GUESTS 1 55 

OVERVIEW 155 

TAKEUPARMS 157 

PROVING HONOR ,. ... ... .158 

THE SILVER HAND .. 159 

BLOOD'S HONOR 161 

PURITY OF REVENGE 162 

GLORY OF THE DEAD, 162 

THE COMPANIONS RADIANT QUESTS . 164 

INITIAL WAVE: ANIMAL EXTERMINATION (I) . . 164 

INITIAL WAVE: ANIMAL EXTERMINATION (II) , 1 65 

INITIAL WAVE: HIRED MUSCLE ..... .165 

INITIAL WAVE: TROUBLE IN SKYRIM 165 

INITIAL WAVE: FAMILY HEIRLOOM 166 

INITIAL WAVE: ESCAPED CRIMINAL 166 

INITIAL WAVE: RESCUE MISSION 166 

SECOND WAVE: STRIKING THE HEART 167 

SECOND WAVE: STEALING PLANS 167 

SECOND WAVE: RETRIEVAL 168 

FINAL WAVE: TOTEMS OF HIRCINE 168 

FINAL WAVE: PURITY .. 168 

FINAL WAVE: DRAGON SEEKERS 169 

THE COLLEGE OF WINTERHOLD GUESTS 170 

OVERVIEW .. 170 

FIRST LESSONS 173 

UNDER SAARTHAL 174 

HITTING THE BOOKS 176 

GOOD INTENTIONS 1 78 

REVEALING THE UNSEEN 1 79 

CONTAINMENT 181 

THE STAFF OF MAGNUS . . . 182 

THE EYE OF MAGNUS 184 

THE COLLEGE RADIANT QUESTS. . .185 

REJOINING THE COLLEGE ... 185 

TOLFDIR'S ALEMBIC ... 185 

OUT OF BALANCE .186 

AN ENCHANTED JOURNEY 186 

RESTOCKING SOUL GEMS. ... .,,. ,,186 

VALUABLE BOOK PROCUREMENT 187 

SHALIDOR'S INSIGHTS ... 187 

THE ATRONACH FORGE 188 

FORGOTTEN NAMES . 1 89 

. AFTERSHOCK ..... .. . .. 189 

' ROGUE WIZARD 189 

ARNIEL'S ENDEAVORS 190 

APPRENTICE RADIANT QUESTS 192 

BRELYNA'S PRACTICE 192 

J'ZARGO'S EXPERIMENT... 192 

ONMUND'S REQUEST .192 

RITUAL SPELL RADIANT QUESTS 193 

DESTRUCTION RITUAL SPELL 193 

ILLUSION RITUAL SPELL 193 

CONJURATION RITUALSPELL. 194 

RESTORATION RITUAL SPELL 195 

ALTERATION RITUAL SPELL 195 

THIEVES GUILD GUESTS ... ....196 

OVERVIEW. . 196 

AN INFLUX OF IMMIGRANTS 200 

TRAINING ,200 

OTHER ADVANTAGES .. .200 

AVAILABLE QUESTS .201 

A CHANCE ARRANGEMENT.. 201 

TAKING CARE OF BUSINESS 202 

LOUD AND CLEAR. 204 

DAMPENED SPIRITS 206 

SCOUNDREL'S FOLLY,. 208 

SPEAKING WITH SILENCE 210 

HARD ANSWERS 211 

THE PURSUIT 214 

TRINITY RESTORED. .216 

BLINDSIGHTED 217 


DARKNESS RETURNS 218 

THIEVES GUILD RADIANT QUESTS 220 

NO STONE UNTURNED 220 

REPARATIONS 222 

SHADOWMARKS 222 

MOON SUGAR RUSH .... ... , 223 

ARMOR EXCHANGE 223 

LARCENYTARGETS 223 

AN OVERVIEW 224 

DELVIN'S ADDITIONAL JOBS 224 

ADDITIONAL JOBS . ..224 

VEX'S ADDITIONAL JOBS . 225 

CITY INFLUENCE QUESTS ....225 

GROWING THE GUILD AND GAINING INFLUENCE 225 

SILVER LINING 226 

THE DAINTY SLOAD 227 

IMITATION AMNESTY 228 

SUMMERSET SHADOWS 229 

CITY INFLUENCE QUESTS: ULTIMATE REWARDS .. .. .230 

LEADERSHIP QUEST: UNDER NEW MANAGEMENT 231 

THE DARK BROTHERHOOD QUESTS ......... .232 

OVERVIEW 232 

ASSASSINATIONS: A TACTICAL OVERVIEW . .233 

TRAINING 233 

AVAILABLE QUESTS AND TASKS 233 

DELAYED BURIAL .234 

INNOCENCE LOST 235 

WITH FRIENDS LIKE THESE... 236 

SANCTUARY 237 

SENTENCED TO DEATH 238 

WHISPERS IN THE DARK 239 

THESILENCEHAS BEEN BROKEN .240 

BOUND UNTIL DEATH 241 

BREACHING SECURITY... .243 

THE CURE FOR MADNESS... ..... 244 

RECIPE FOR DISASTER .246 

TO KILL AN EMPIRE .247 

DEATH INCARNATE .. 248 

HAILSITHIS! ... 250 

DARK BROTHERHOOD QUEST: SIDE CONTRACTS. . .252 

SIDE CONTRACTS: PARTI 252 

SIDE CONTRACTS: PART 2 253 

SIDE CONTRACTS: PART 3.. ... . ,253 

SIDE CONTRACTS: PART 4 254 

SIDE CONTRACTS: PART 5. ,254 

SIDE CONTRACTS: PART 6.. 255 

DESTROY THE DARK BROTHERHOOD! 255 

WHEREY OU HANG YOUR ENEMY'S HEAD... ................... .256 

DARK BROTHER RADIANT GUESTS,.... 257 

HONOR THY FAMILY ..... ........... .. .........257 

THE FEEBLE FORTUNE 257 

WELCOME TO THE BROTHERHOOD 259 

CICERO'S RETURN ,259 

THE DARK BROTHERHOOD FOREVER! 259 

THE TORTURER'S TREASURE: PARTS I, II, III, IV .260 

CIVIL WAR GUESTS. ....261 

GENERAL OVERVIEW . 261 

OVERVIEW: IMPERIAL LEGION, 262 

OVERVIEW: STORMCLOAK REBELLION 263 

CIVIL WAR QUESTS: IMPERIAL . ..264 

JOINING THE LEGION 264 

SIEGES: A TACTICAL OVERVIEW 264 

THE JAGGED CROWN .266 

MESSAGE TO WHITERUN .267 

DEFENSE OF WHITERUN 268 

REUNIFICATION OF SKYRIM - A FALSE FRONT 270 

REUNIFICATION OF SKY RIM (CONTINUED) - 

THE BATTLE FOR FORT DUNSTAD 271 

REUNIFICATION OF SKY RIM (CONTINUED) - 

COMPELLING TRIBUTE 272 

REUNIFICATION OF SKYRIM (CONTINUED) — 

THE BATTLE FOR FORT GREENWALL 274 

REUNIFICATION OF SKY RIM (CONTINUED) — 

RESCUE FROM FORT KASTAV. 275 

REUNIFICATION OF SKY RIM (CONTINUED) - 

THE BATTLE FOR FORT AMOL 276 


2 



The ff.de'Scrcil* V 

Sl<Y RTM 


CONTENTS 


*£/ 




REUNIFICATION OF SKY RIM (CONCLUSION) - 


BATTLE FOR WINDHELM 

277 

CIVIL WAR QUESTS: 5TGRMCL0AK_ 

......279 

JOINING THE STORMCLOAKS 

........ .279 

THE JAGGED CROWN 

,280 

MESSAGE TO WHITERUN 

281 

BATTLE FOR WHITERUN 

282 

LIBERATION OF SKYRIM- 


RESCUE FROM FORT NEUGRAD 

284 

LIBERATION OF SKYRIM (CONTINUED)- 


COMPELLINGTRIBUTE 

286 

LIBERATION OF SKYRIM (CONTINUED)- 


THE BATTLE FOR FORT SUNGARD 

287 

LIBERATION OF SKYRIM (CONTINUED) - 


A FALSE FRONT , 

288 

LIBERATION OFSKYRIM (CONTINUED) - 


THE BATTLE FOR FORT SNOWHAWK 

290 

LIBERATION OF SKYRIM (CONTINUED)- 


THE BATTLE FOR FORTHRAGGSTAD 

291 

LIBERATION OF SKYRIM (CONCLUDES)- 


BATTLE FOR SOLITUDE 

, 291 

EDRiC QUESTS 

293 

OVERVIEW 

293 

THEBLACKSTAR 

294 

BOETHIAH'S CALLING 

296 

A DAEDRA'S BEST FRIEND 

297 

DISCERNING THE TRANSMUNDANE 

299 

ILL MET BY MOONLIGHT 

301 

THE CURSED TRIBE 

303 

PIECES OF THE PAST 

305 

THE WHISPERING DOOR 

308 

THE BREAK OF DAWN 

309 

THE HOUSE OF HORRORS 

310 

THE TASTE OF DEATH 

.312 

THE ONLY CURE 

....... 314 

A NIGHT TO REMEMBER 

316 

THE MIND OF MADNESS 

318 

WAKING NIGHTMARE 

319 

HER FACTIONS QUESTS 

,322 

OVERVIEW 

322 

AVAILABLE QUESTS 

.322 

OVERVIEW 

322 

THE 6REYBEARIS QUESTS 

322 

WORD WALL REVELATIONS 

323 

MEDITATIONS ON WORDS OF POWER 

323 

THE’BLADES QUESTS. ........... . 

323 

OVERVIEW 

323 

REBUILDING THE BLADES 

3^4 

DRAGONSLAYER'S BLESSING 

324 

DRAGON RESEARCH 

324 

DRAGON HUNTING 

.325 

THE BARDS COLLEGE QUESTS . 

.... 325 

THE BARDS COLLEGE 

325 

TENDING THE FLAMES 

,......,,..326 

FINN'S LUTE 

.328 

PANTEA'S FLUTE 

328 

RJORN'S DRUM 

..329 

TEMPLE QUESTS 

. .......330 

OVERVIEW. ... 

...330 

THE SHRINES OF SKYRIM 

...331 

AVAILABLE QUESTS 

331 

THE HEART OF DIBELLA .......... 

331 

THE BOOK OF LOVE.. 

,333 

THE BLESSINGS OF NATURE 

.,335 

SIDE QUESTS. 

. ...,...,336 

THE BONDS OF MATRIMONY 

336 

3E QUESTS 

339 

OVERVIEW 

...... 339 

BLOOD ON THE ICE 

339 

FORBIDDEN LEGEND 

342 

THE FORSWORN CONSPIRACY 

346 

NO ONE ESCAPES CIDHNA MINE 

348 

THE GOLDEN CLAW 

. 350 

IN MYTIMEOFNEED 

. ...,352 

KYNE'S SACRED TRIALS 

....... ..354 

LAID TO REST 

........ 355 

LIGHTS OUT! 

357 


THE MAN WHO CRIED WOLF 359 

THE WOLF QUEEN AWAKENED 360 

MISSING IN ACTION 361 

PROMISES TO KEEP 363 

A RETURN TO YOUR ROOTS 364 

RISE IN THE EAST ,. 365 

RISING AT DAWN 367 

UNFATHOMABLE DEPTHS 368 

THE WHITE PHIAL 369 

REPAIRINGTHE PHIAL 370 

CAPTURED CRITTERS 371 

THE FORGEMASTER'S FINGERS 372 

THE GREAT SKYRIM TREASURE HUNT 373 

MASKS OF THE DRAGON PRIESTS 375 

DUNGEON QUESTS AND OTHER ACTIVITIES 377 

OVERVIEW . 377 

ANGARVUNDE: MEDRESI DRAN AND THE WANDERING DEAD 377 
ANSILVUND: A LOVE BEYOND DEATH 378 

ANGI'S CAMP: COMPOSURE, SPEED, AND PRECISION 378 

BARD'S LEAP SUMMIT: LEAP BEFORE YOU LOOK 379 

BLIND CLIFF CAVE: MELKA AND PETRA 379 

DARKLIGHT TOWER: REPENTANCE 379 

FORELHOST: SIEGE ON THE DRAGON CULT 380 

FROSTFLOW LIGHTHOUSE: WHAT LIES BENEATH 38 1 

FROSTMERE CRYPT: THE PALE LADY 381 

HIGH GATE RUINS: A SCROLL FOR ANSKA 382 

HILLGRUND'S TOMB: ANCESTRAL WORSHIP 383 

MISTWATCH: FORGEHING ABOUT FJOLA 383 

MOSS MOTHER CAVERN: HUNTER AND HUNTED 384 

NCHUAND-ZEL: THE LOST EXPEDITION 384 

NILHEIM: THE NILHEIM SCAM 385 

RAGNVALD: OTAR'S MAD GUARDIANS 385 

REBEL'S CAIRN: THE LEGEND OF RED EAGLE 386 

SHROUD HEARTH BARROW: WILHELM'S SPECTER 386 

SLEEPING TREE CAMP: THE SECRET AT THE SLEEPING TREE 387 

SOUTHFRINGESANCTUM: THE SAVIOR OFSELVENI NETHRI 387 

TREVA'SWATCH: INFILTRATION 388 

VALTHUME: EVIL IN WAITING 388 

VOLUNRUUD: SILENCED TONGUES .... .389 

YNGOL BARROW: ASHORE IN A SEA OF GHOSTS 389 

DUNGEON ACTIVITIES, 390 

MISCELLANEOUS OBJECTIVES 392 

MISCELLANEOUS OBJECTIVES: INNKEEPERS 392 

MISCELLANEOUS OBJECTIVES: HAAFINGAR HOLD 392 

MISCELLANEOUS OBJECTIVES: HJAALMARCH HOLD 393 

MISCELLANEOUS OBJECTIVES: THE PALE 393 

MISCELLANEOUS OBJECTIVES: WINTERHOLD 393 

MISCELLANEOUS OBJECTIVES: THE REACH 394 

MISCELLANEOUS OBJECTIVES: WHITERUN HOLD 395 

MISCELLANEOUS OBJECTIVES: EASTMARCH HOLD 396 

MISCELLANEOUS OBJECTIVES: FALKREATH HOLD 396 

MISCELLANEOUS OBJECTIVES: THE RIFT. 397 

FAVORS.. . 399 

PART 1: ACTIVITY FAVORS 399 

PART 2: FAVORS FOR CITIZENS 401 

CRAFTING TUTORIALS 403 

PART 3: THANE TASKS • 404 

WORLD iNTERACTSONS AND ENCOUNTERS 406 

WORLD INTERACTIONS 406 

WORLD ENCOUNTERS 409 

THE ATLAS OF SKYRIM 414 

AN OVERVIEW OF THE NORTHERN LANDS OFTAMRIEL 414 

HOLD 1: HAAFINGAR ..... . 415 

TOPOGRAPHICAL OVERVIEW 415 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES ,415 

PRIMARY LOCATIONS 417 

SECONDARY LOCATIONS 417 

HOLD CAPITAL: SOLITUDE 417 

PRIMARY LOCATIONS 423 

SECONDARY LOCATIONS. 434 

HOLD 2: HJAALMARCH 436 

TOPOGRAPHICAL OVERVIEW 436 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 436 

PRIMARY LOCATIONS 438 

SECONDARY LOCATIONS. 438 


HOLD CAPITAL: MORTHAL 438 

PRIMARY LOCATIONS .440 

SECONDARY LOCATIONS 452 

HOLD 3: THE PALE 454 

TOPOGRAPHICAL OVERVIEW 454 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 454 

PRIMARY LOCATIONS 456 

SECONDARY LOCATIONS 456 

HOLD CAPITAL: DAWNSTAR 456 

PRIMARY LOCATIONS 458 

SECONDARY LOCATIONS. 473 

HOLD 4 : WINTERHOLD HOLD 475 

TOPOGRAPHICAL OVERVIEW 475 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 475 

PRIMARY LOCATIONS 477 

SECONDARY LOCATIONS 477 

HOLD CAPITAL: WINTERHOLD 477 

COLLEGE OF WINTERHOLD 479 

PRIMARY LOCATIONS 481 

SECONDARY LOCATIONS 495 

HOLD 5: THE REACH .....498 

TOPOGRAPHICAL OVERVIEW 498 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 498 

PRIMARY LOCATIONS 500 

SECONDARY LOCATIONS .. .500 

HOLD CAPITAL: MARKARTH 500 

PRIMARY LOCATIONS 508 

SECONDARY LOCATIONS 523 

HOLD 6: WHITERUN HOLD .526 

TOPOGRAPHICAL OVERVIEW 526 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 526 

PRIMARY LOCATIONS 528 

SECONDARY LOCATIONS 528 

HOLD CAPITAL: WHITERUN 528 

PRIMARY LOCATIONS 533 

SECONDARY LOCATIONS 544 

HOLD 7: EASTMARCH 547 

TOPOGRAPHICAL OVERVIEW 547 

AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES . 547 

PRIMARY LOCATIONS. .. 549 

SECONDARY LOCATIONS 549 

HOLD CAPITAL: WINDHELM 549 

PRIMARY LOCATIONS 554 

SECONDARY LOCATIONS. . 568 

HOLD 8: FALKREATH HOLD ....571 

TOPOGRAPHICAL OVERVIEW, 571 

AVAILABLE SERVICES, CRAFTING, AND COLLECTIBLES 571 

PRIMARY LOCATIONS 573 

SECONDARY LOCATIONS., ...573 

HOLD CAPITAL: FALKREATH 573 

PRIMARY LOCATIONS .575 

SECONDARY LOCATIONS 590 

HOLD 9: THE RIFT. . .......594 

TOPOGRAPHICAL OVERVIEW 594 

AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES 594 

PRIMARY LOCATIONS 596 

SECONDARY LOCATIONS. ............... ..... ...596 

HOLD CAPITAL: RIFTEN. 596 

PRIMARY LOCATIONS 604 

SECONDARY LOCATIONS 624 

BLACKREACH AND OTHER REALMS 627 

OVERVIEW 627 

AVAILABLESERVICES, CRAFTING, AND COLLECTIBLES 627 

PRIMARY LOCATIONS. 628 

APPENDICES 632 

APPENDIX I: ACHIEVEMENTS AND TROPHIES . .632 

APPENDIX II: TRADERS. 634 

APPENDIX III: SHRINES 636 

APPENDIX IV: UNIQUE WEAPONS 637 

APPENDIX V: UNIQUE ARMOR AND ITEMS 638 

APPENDIX VI: SKILL BOOKS 641 

APPENDIX VII: OTHER REFERENCES 644 

THE LANGUAGE OF DRAGONS.. .645 

THE DRAGON ALPHABET 645 

INDEX 648 


TRANING 


CONTENTS i Tx 

THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 


TRAINING 

<% SONG OF THE DRAGONBORN &> 



(Chorus) 

Dovahkiin, Dovahkiin, naal ok zin los vahriin, 

Wah dein vokul mahfaeraak ohst vool! 

Ahrk fin norok pool groon fod oust hon zindro zoon, 

Dovohkiin, foh hin kogoon mu drool! 

(Chorus) 

Dragonborn, Dragonborn, by his honor is sworn, 

To keep evil forever at bay! 

And the fiercest foes rout when they hear triumph's shout, 
Dragonborn, for your blessing we pray! 

Huzroh nu, kul do od, wah aon hok lingroh vod, 

Ahrk fin tey, boziik fun, do fin gein! 

Wo lost fron woh ney dov, ahrk fin reyliik do jul, 
l loth aan suleyk woh ronit faal krein! 

Hearken now, sons of snow, to an age, long ago, 

And the tale, boldly told, of the one! 

Who was kin to both wyrm, and the races of man, 

With a power to rival the sun! 

Ahrk fin zu[ rok drey kod, nou to! morokei frod, 

Rul lot Joozokaan motaad voth kein! 

Sohrot Thu'um, med oan tuz, veyzeim hokoron pah, 

01 fin Dovahkiin komeyt ok rein! 

And the voice, he did wield, on that glorious field, 

When greatTamriel shuddered with war! 

Mighty Thu'um, like a blade, cut through enemies all, 

As the Dragonborn issued his roar! 

(Chorus) 

Dovahkiin, Dovahkiin, nool ok zin los vohriin, 

Wah dein vokul mahfaeraak ahst vaal! 

Ahrk fin norok paal groan fod nust hon zindro zoon, 

Dovahkiin, fah hin kogaan mu draal! 

(Chorus) 

Dragonborn, Dragonborn, by his honor is sworn, 

To keep evil forever at bay! 

And the fiercest foes rout when they hear triumph's shout 
Dragonborn, for your blessing we pray! 

Ahrk fin Kel lost prodah, do ved viing ko fin krah, 

Jol fod zeymah win kein meyz f undein! 

Alduin, feyn do jun, kruziik vokun staadnau, 

Voth aan bahlok wah diivon fin lein! 

And the Scrolls have foretold, of black wings in tl 
That when brothers wage war come unfurled! 

Alduin, Bane of Kings, ancient shadow unbound, 

With a hunger to swallow the world! 

Nuz aon sul, fent alok, fod fin vul dovah nok. 

Fen kos nohlot mahfaeraak ahrk ruz! 

Paaz Keizool fen kos stin nol bein Alduin jot, 

Dovohkiin kos fin soviik do muz ! 

But a day, shall arise, when the dark dragon's lies, 

Will be silenced forever and then! 

Fair Skyrim will be free from foul Alduin's mow, 
Dragonborn be the savior of men! 

(Chorus) 

Dovahkiin, Dovahkiin, naal ok zin los vahriin, 

Wah dein vokul mahfaeraak ahst vaal! 

Ahrk fin norok paal groan fodnust vok zin dro zaan, 

Dovahkiin, fah hin kogaan mu draal! 

(Chorus) 

Dragonborn, Dragonborn, by his honor is sworn. 

To keep evil forever at bay! 

And the fiercest foes rout when they hear triumph's shoot, 
Dragonborn, for your blessing we pray! 



V 


The 0jider -Scrolls V 

sky rT m 


4 


TRAINIMG: SONG OF THE DRAGONBORN 


TRAINING PART 1: CHARACTER CREATION §> 


gjjfel WELCOME TO SKYRIM 


The Character Creation section of the Training Chapter has been designed to give you tactical advice in the same order as you make decisions while adventuring across the wilds of Skyrim. To begin 
with, we reveal the benefits of choosing a particular Race. Then all 1 8 of the Skills - and the Perks associated with each of them - are thoroughly explored, so you know what each Skill does, how 
you increase it, and what Perks to select based on your playing style. Finally, we present a host of Character Archetypes; exceptional explorers tailored to a specific role; renowned heroes that use 
the very best combinations of Skills and equipment to suit a particular play-style. 



Please readthrough the instruction Manual thatyou received with your game, and familiarize yourself with the tenets of this adventure. 
This training pre-supposes you h*ve already read and digested this information. 


SELECTING A RACE 


PART I: THE RACES OF SKYRIM 




As you begin your adventure across Skyrim, the historic Elder Scrolls mantra - "you are what 
you play" - still rings true: Although statistically, an Ore Wizard or a High Elven Thief may not 
be the optimal character choices based on starting Skill bonuses and racial powers, this doesn't 
matter in the long run: Choose the race that most appeals to you, and don't worry about 
statistics and abilities. 

You can overcome low starting Skill values just by using the Skills you wish to become 
more proficient in; such minor deficiencies are easily overcome. No Races have any intrinsic 
shortfalls that will prevent you from becoming the type of hero you want to be. 


However, there are certain advantages to picking a particular race. For those adventurers 
that wish to maximize every single advantage, it is useful to know which Favored Skills each 
race begins with bonuses to, and understanding the unique Racial Powers they possess that can 
aid you when choosing a particular style of play. 

In short, this section reveals which Races are best suited to a particular style of 
adventuring, whether favoring melee weapons, magic, stealth, or some combination of these 
styles. 


[ 3 > Racial Skill Advantages 


The following table shows the starting Skill statistics for each Race. The higher the number (over the base level of 1 5), the better. 
Values of 20 indicate this is a Favored Skill of the race. Values of 25 indicate this is a Primary Skill of the race. 


LU 

W 

SMITHING 

HEAVY ARMOR 

BLOCK 

TWO-HANDED 

ONE-HANDED 

ARCHERY 

LIGHT ARMOR 

SNEAK 

LOCKPICKING 

PICKPOCKET 

SPEECH 

ALCHEMY 

ILLUSION 

CONJURATION 

o 

g 

etc 

UO 

l_U 

Q 

RESTORATION 

ALTERATION 

ENCHANTING 

Argoninn 

15 

15 

15 

15 

15 

15 

20 

20 

25 

20 

15 

15 

15 

15 

15 

20 

20 

15 

Breton 

15 

15 

15 

15 15 

15 

15 

15 

15 

15 

m 

20 

20 

25 

15 

20 

20 

15 

Dark Elf 

15 

15 

15 

15 

15 

15 

20 

20 

15 

15 

15 

20 

20 

15 

25 

15 

20 

15 

High Elf 

15 

15 

15 

15 

Is 

15 

15 

15 

15 

15 

15 

15 

25 

20 

[20 

120 

20 ! 

ran 

Imperial 

15 

20 

20 

15 20 

15 

15 

15 

15 

15 

15 

15 

15 

15 

20 

25 

15 

20 

Khajiit 

15 

15 

15 

15 

20 

20 

15 

25 

20 I 

20 

15 

20 

15 

15 

15 

15 

15 

15 

Word 

20 

15 

20 

25 20 

15 

20 

15 

15 

15 

20 

15 

15 

15 

15 

15 

15 

15 

Ore 

20 

25 

20 

20 20 

15 

15 

15 

is 

is 

15 15 

15 

15 

15 

15 

15 

20 

Redguard 

20 

15 

20 

15 25 

20 

15 

15 

15 

15 

15 

15 

15 

15 

‘20 

15 

20 

15 

Wood Elf 

15 

15 

15 

15 15 

25 

20 

20 

i 20 1 

20 | 

15 

'20 

15 

15 

15 

15 

15 

15 


<3r NOT! For example, if you 

were ta choose a Khajiit 
character, you'd receive o +5 bonus to 
your One-Handed, Archery, Lackpicking, 
Pickpocket, and Alchemy; ond a +10 to 
your Sneak Skill. 

Holes an Gender: There are no 

differences between the males and 
females of a particular race; they share 
exactly t be same set of starling skill 
values, spells, powers, and abilities. In 
short, you are free to create the character 
that masl appeals to you without penalty. 



<g j WELC OME TO SKYRIM PART I: THE RACES OF SKY RIM 

THE BESTIARY QUESTS 



# TRAN1NG 


THE INVENTORY 


AM OF SKYRIM 


APPENDICES AND INDEX 




^0 PART II: RACIAL ADVANTAGES 


J3> Starting Spells, Racial Powers, and Abilities 


In addition to a slight boost 
to the base value of certain 
Skills, each Race has its own 
set of starting Spells; Racial 
Powers that offer a unique 
bonus such as the ability to 
regenerate or absorb Magicka; 
and innate Racial Abilities, such 
a resistance to Frost damage. 

A tactical overview of each 
Race follows. 


^ NOTE Racial Commentary: The Race you choose will have an effect on the greetings and passing comments the citizens of Skynm 
make when you speak lo them, m pass by them. 

Races and Gameplay: Very rarely, your race moy also a small effetl an gomeplay. for example: 

When infiltrating the Thalmor Embassy dressed in the robes of that High Elf faction, High Elves (and, to a lesser extent, other Ekes) will 
find it easier to sneak around undetected than members of the other rotes. 

Ores are welcome in Skyrim's Ore Strongholds, while members of other rotes must first prove themselves worthy. 

The tone and color of some dialogue choices moy change depending on your race ond ihe situation. 

If your Rote has a noticeable effect on an interaction, that will be noted when relevant. Rut this isn't something to he concerned about: nothing is 
dosed to you because of your race; indeed, you may be surprised by a positive benefit when you least expect It! 


j$> Argonians 

Favored Skills: +10 Lockpicking, +5 Pickpocket, Sneak, Light Armor, 

Alteration, Restoration 
Starting Spells: Flames, Healing 
Racial Power: Histskin: You regenerate health 1 Ox foster for 60 
seconds 

Racial Abilities: 50% Disease Resistance, Underwater Breathing 
Ideal Play Style: Thief (Defensive) 

Little is known, and less is understood, about the reptilian denizens of Black Marsh. Years of defending their borders hove made the Argonians experts in guerilla warfare, and their natural 
abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunity to the diseases that 
have doomed many would-be explorers into the region. 

TIP Histskin is a fantastic ability for any character, capable of quickly bringing you back from the brink of death. Even better, as a Power, it allows you to 
keep attacking while it does its work— no concentration required. 

Resist Disease reduces the chance that you'll contract a disease from an animal or trap; it doesn't affect the severity of any diseases you might already have. 
Diseases are rarely a significant threat in Skyrim, although they can be debilitating if you let them pile up. Visit a shrine periodically, and you shouldn't have any 
trouble. 

Underwater Breathing means you'll never have to worry about drowning damage. Diving is rarely required, but this ability may allow you to claim the 
occasional sunken treasure or explore shipwrecks more easily. 



L$> Breton 

Favored Skills: +10 Conjuration, +5 Illusion, Restoration, Speech, 
Alchemy, Alteration 

Starting Spells: Flames, Healing, Conjure Familiar 

Racial Power: Dragonskin: You absorb 50% of the Mogicka from 

incoming spells for 60 seconds 

Racial Abilities: 25% Magic Resistance 

Ideal Play Style: Mage (Defensive) 



A Male Breton A Female Breton 


Bretons feel an inborn, instinctive bond with the mercurial forces of 
magic and the supernatural. Many great sorcerers have come from 
the home province of High Rock, and in addition to their quick and 
perceptive grasp of spellcraft, enchantment, and alchemy, even the 
humblest of Bretons con boost a resistance to spells. 


TIP Bretons are fantastic at taking on other mages; both Dragonskin and Magic Resistance 
support this theme, and are strong abilities even in the late game. 

Magic Resistance significantly increases your survivability against enemy casters, while 
Dragonskin is great at keeping your Magicka up, helping you maintain the Ward spells that are your 
first line of defense. 



Tire £f:de.- SercUs V 

s1<TrTm 


i 


TRAINING PART !: CHARACTER CREATION 



B> Dark Elf 

Favored Skills: +10 Destruction, +5 Alteration, Illusion, Sneak, Light 
Armor, Alchemy 

Starting Spells: Flames, Sparks, Healing 
Racial Power: Ancestor's Wrath: Creates a Flame Cloak that does 1 0 
damage to nearby foes for 60 seconds. 

Racial Abilities: 50% Fire Resistance 
Ideal Play Style: Nightblade (Mage/Thief) 

In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect 
with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and 
war wizards. 

TIP Ancestor's Wrath is a weaker version of the Adept-level Destruction spell Flame Cloak. While good at early levels— where you're 
likely to be in melee a lot™ it's less valuable once you can cast the spell on your own. It's also less useful if you plan to play a 
ranged character, such as an archer or pure mage. 

Fire Resistance is helpful against Flame Atronachs, fire-wielding casters, and fire-breathing dragons. No one enemy type uses fire spells, so 
it's hard to predict when exactly this ability will come into play —it's not really something you can use strategically. 



B> High Elf 

Favored Skills: +1 0 Illusion, +5 Alteration, Conjuration, Destruction, 

Restoration, Enchanting 

Starting Spells: Flames, Fury, Healing 

Racial Power: Highborn: For 60 seconds, you regenerate 25% of your 

maximum Magicka each second 

Racial Abilities: Highborn Magicka (+50 Magicka) 

Ideal Play Style: Mage (Offensive) 




A Male High Elf 


A Female High Elf 


The High Elves, or Altmer, are the proud, tall, golden-skinned peoples of 
Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their 
speech and writing, and most of the Empire's arts, crafts, and sciences are derived 
from High Elven traditions. High Elves are the driving force behind the rising 
Aldmeri Dominion, and their agents, the Thalmor, are bitterly resented by the 
Nords of Skyrim. 

■ 


<M TIP Highborn will rapidly refill your Magicka, allowing you to 

continue casting when you need it most. Extremely strong at any 
level, this Power is a mage's lifeline. 

Highborn Magicka is like getting five free levels. It's a powerful head 
start for any mage™you may never need to fall back on your melee skills. 


4 ?] 


£> Imperial 

Favored Skills: +10 Restoration, +5 Destruction, Enchanting, 

One-Handed, Block, Heavy Armor 

Starting Spells: Flames, Healing 

Racial Power: Voice of the Emperor: Calms nearby people for 60 

seconds 

Racial Abilities: Imperial Luck (Adds a small amount of gold to most 
containers) 

Ideal Play Style: Battlemage (Mage/Warrior) 



A Male Imperial A Female Imperial 


Natives of the civilized, cosmopolitan province of Cyrodiil, Imperials are 
well-educated and well-spoken. Though physically less imposing than the 
other races, Imperials have proven to be shrewd diplomats and traders, and 
these traits, along with their remarkable skill and training as light infantry, 
have allowed them to rule an empire spanning the continent for centuries. 


TIP Voice of the Emperor is a weaker version of the Expert-level Illusion spell Pacify, 
with the effect centered on your position. This can be powerful if you're surrounded 
by a mob of enemies, but it's less useful against smaller groups or ranged foes. 

Imperial Luck adds a few extra coins to most of the chests you find. While this bonus is small 
(10 or less), it adds up over time. But there are plenty of other ways to make money in Skyrim. 



4 




PART II: RAQAL ADVANTAGES 




TRANING 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



B> Khajiit 

Favored Skills: +10 Sneak, +5 Lockpicking, Pickpocket, Alchemy, 

One-Handed, Archery 
Starting Spells: Flames, Healing 
Racial Power: Night Eye: Improved night vision for 60 seconds 
Racial Abilities: Claws (4x Unarmed Damage) 

Ideal Play Style: Thief (Offensive) 

A Male Khajiit A Female Khajiit 

Khajiit hail from the province of Elsweyr, and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed, the suthay-raht, 
is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and deft hands. 

TIP Night Eye gives you night vision, allowing you to see clearly in dark environments without the need for a light source that might expose your presence. 

Occasionally useful — but there's usually enough light in dungeons that you can get by without it. Unlike most powers, Night Eye can be used multiple 
times a day without restriction. 

Claws give you an overwhelming advantage in unarmed combat and brawls. Coupled with the Heavy Armor perk Fists of Steel or appropriate gear, this ability 
can help unarmed combat remain viable for longer than you might expect. But remember that unarmed combat isn't a skill, doesn't give you skill uses, and won't 
help you level up. Most of the time, it only comes into play in the occasional brawl. But if you're a dedicated role-player who really wants to box your way through 
Skyrim, well, this is the ability for you. 



Nord 

Favored Skills: +10 Two-Handed, +5 One-Handed, Block, Smithing, 

Speech, Light Armor 

Starting Spells: Flames, Healing 

Racial Power: Battle Cry: All nearby foes flee for 30 seconds 

Racial Abilities: 50% Frost Resistance 

Ideal Play Style: Warrior (Offensive) 




A Male Nord 


A Female Nord 


The natives of Skyrim are a tall and fair-haired people, 
aggressive and fearless in war, industrious and enterprising in 
trade and exploration. Strong, willful, and hardy, Nords are 
famous for their resistance to cold, even magical frost. Violence 
is an accepted and time-honored part of Nordic culture; Nords 
face battle with an ecstatic ferocity that shocks and appalls 
their enemies. 1 ^ 


) TIP Battle Cry is a weaker version of the Master-level Illusion spell Hysteria. Good against a 

swarm of weak foes, it buys you a few seconds to recover, reposition, or run before the fight 
resumes. Useful in the right situation, though it rarely helps you win a fight outright. 

Frost Resistance is good against Frost Atronachs, frost-wielding wizards, and frost dragons. But it's at 
its best in Skyrim 's many tombs and crypts, where the undead Draugr wield frost spells almost exclusively. 



Ore 

Favored Skills: +1 0 Heavy Armor, +5 Smithing, One-Handed, 

Two-Handed, Block, Enchanting 
Starting Spells: Flames, Healing 

Racial Power: Berserk: For 60 seconds, you take half damage, and 
inflict double damage in melee combat. 

Racial Abilities: None 
Ideal Play Style: Warrior (Defensive) 

These sophisticated barbarians of the Wrothgarian and Dragontail Mountains are noted 
for their unshakeable courage in war and their unflinching endurance of hardships. In the 
past, Ores have been widely feared and hated by the other nations and races of Tamriel, 
but they have slowly won acceptance in the Empire. Orcish armorers are prized for their 
craftsmanship, and Ore warriors in heavy armor are among the finest front-line troops in 
the Empire. 


TIP Berserk is the Ores' only racial ability, but it's worth it— for a 
minute's time, you become an unstoppable force of destruction. 
Great in any combat situation, from fending off a swarm of smaller enemies to 
taking on a powerful dragon, it's strong at any level. 


e 



Tre 0:dei'ScroUs V 

sI+yrIm 


TRAINING PART CHARACTER CREATION 



B> Redguard 

Favored Skills: +10 One-Handed, +5 Archery, Block, Smithing, 
Destruction, Alteration 
Starting Spells: Flames, Healing 

Racial Power: Adrenaline Rush: You regenerate Stamina 1 Ox faster for 
60 seconds 

Racial Abilities: 50% Poison Resistance 

Ideal Play Style: Spellsword (Warrior/Mage), Dual-Wielding 



A Male Redguard A Female Redguard 


The most naturally talented warriors in Tamriel, the dark-skinned, 
wiry-haired Redguards of Hammerfell seem born to battle, though their 
pride and fierce independence of spirit makes them more suitable as 
scouts, skirmishers, or free-ranging heroes and adventurers than as 
rank-and-file soldiers. Redguards are uniquely versatile combatants, 
capable of switching between bow, sword, spell, or shield at will and 
adapting their tactics to the battle at hand. 


ISP Adrenaline Rush is the Stamina version of Histskin or Highborn. Although less broadly 
useful than Health or Magicka regen, it will allow you to keep up your power attacks in 
a protracted bittle— or sprint away if the need arises. 

Poison Resistance is helpful against the few enemies that use poison “-Forsworn, Falmer, 

Chaurus, and Spiders— and the rare poison gas trap. Hot as broadly useful as most other abilities. 

/Z\ 


Wood Elf 

Favored Skills: +1 0 Archery, +5 Sneak, Lockpicking, Pickpocket, Light 
Armor, Alchemy 

Starting Spells: Flames, Healing 

Racial Power: Command Animal: Target animal becomes your ally for 
60 seconds. 

Racial Abilities: 50% Disease and Poison Resistance 
Ideal Play Style: Thief (Archer) 



A Male Wood Elf A Female Wood Elf 


The clanfolk of the Western Valenwood forests. In the 
Empire, they are called "Wood Elves," but call themselves 
the Bosmer, or the 'Tree-Sap' people. Wood Elves are 
nimble and quick in body and wit. Their curious natures 
and natural agility make them good scouts, agents, and 
thieves, and there are no finer archers in all of Tamriel. 



IIP Command Animal is a powerful, single-target version of the Animal Allegiance Shout. Its main 

restriction is that, well, it only works on animals. Good outdoors, or in animal dens and caves, but not 
in most dungeons. 

Poison and Disease Resistance is a combined version of the Argonian's Disease Resistance and Redguard's 
Poison Resistance abilities. Like them, it can be useful in some situations, but it just isn't a factor most of the time. 


SKILLS AND PERKS 

This section is arguably the most important in terms of character development. It details every Skill and Perk in the game, and offers advice on what Perks to take based on your play style. 
Remember: You are what you play. You can develop any Skill you want, at any time; don't ever feel 'locked in' to a specific path just because you've focused on it in the past. 


SKILLS OVERVIEW 


Skill Effects 


There are 1 8 Skills in Skyrim, divided into three major sets: Combat, Magic, and 
Stealth. As each Skill increases, its primary effect improves; you also gain access to 
Perks in that Skill that can grant you powerful new abilities or bonuses. 


<£T 


What does each Skill do? Their primary effects are listed below: 

COMBAT SKILLS: THE PATH OF MIGHT 


vC 

SKILL NAME 

PRIMARY EFFECT(S) 


Smithing 

Improves the value and properties of Items you improve. 


Heavy Armor 

Reduces the damage you take while wearing heavy armor. 


Block 

Reduces the damage you take and the amount you stagger when blocking attacks. 


Two-Handed 

Increases the damage you inflict with two-handed weapons. 


One-Handed 

Increases the damage you inflictwith one-handed weapons. 


Archery 

Increases the damage you inflictwith bows. 


TEAMING 


THE BESTIARY 


SKILLS OVERVIEW 

QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




STEALTH SKILLS: THE PATH OF SHADOW 


SKILL NAME 

PRIMARY EFFECTS) 


Light Armor 

Reduces the damage you take while wearing light armor 


Sneak 

Improves your ability to avoid detection while sneaking. 

□ 

Lockpicking 

Increases your ability to pick a lock successfully. Specifically, this skill 
increases the arc at which the pick succeeds, and reduces the chance that 
a pick will break. 

□ 

| Pickpocket 

Increases the chance that you can successfully pickpocket an item. 


— - Improves the prices you receive when buying or selling items, and 

J Speech improves your success ot (Persuade), (Bribe), and (Intimidate) dialogue 
challenges. 

”1 Alchemy Improves the potency of potions and poisons you craft. 


MAGIC SKILLS: THE PATH OF SORCERY 

vl 

SKILL NAME 

PRIMARY EFFECTS) 


Illusion 

Reduces the cost of Illusion spells. 


Conjuration 

Reduces the cost of Conjuration spells. 


Destruction 

Reduces the cost of Destruction spells. 


Restoration 

Reduces the cost of Restoration spells. 


Alteration 

Reduces the cost of Alteration spells. 


Enchanting 

Improves the potency of items you enchant. 


Improving Skills: Training 

During your journey, you will occasionally meet someone who has dedicated their lives to 
mastering a particular Skill. These are extremely talented individuals, and speaking to them 
allows you to request Training from them in the Skill they specialize in. Most will be happy to 
oblige you... for a price. 

Each Trainer has a degree of competence, known by the titles of Journeyman, Expert, and 
Master: 

Journeyman Trainers can improve your Skill to a maximum of 50. 

Expert Trainers can improve your Skill to a maximum of 75. 

Master Trainers can improve your Skill to a maximum of 90. 

Even the most proficient Trainers in Skyrim cannot train you past 90. You'll have to earn your 
way to 100! 

The cost to train in a skill is based on your current skill level - the skill of the trainer has no 
effect. However, the Expert and Master Trainers are often are members of a faction, and will 
only train you if you're a member in good standing. Joining a faction is usually easy, so if you 
want access to a particular trainer (or set of trainers), it's worth doing early even if you don't 
plan to pursue that faction's quests right away. 

When working with a trainer, you will receive one skill increase each time you train. This can 
be repeated a maximum of five times with any combination of trainers before you have to 
level up. You can then return to any Trainer and pay for up to five more Skill points. If you 
gain a level while training, go level up, then speak to the Trainer again if you want to train 
some more. 


£> Improving Skills: Skill Use 

In The Elder Scrolls, you are whatyou play. In Skyrim, yourskill growth and level progression 
are determined by Skill Uses, a system that tracks the actions you perform and increases your 
skills accordingly. You don't have to understand how this works— just play the way you want 
to play, and you'll get better at it. But if you're the kind of adventurer who wants to know 
everything you can to maximize your potential, read on. 

What are Skill Uses? 

Each of the 1 8 Skills is "watching" for particular events to occur in the game. When one 
of those events occurs, the Skill gains points based on the magnitude of the event. What 
magnitude actually means varies by event, and is explained in more detail below. 

When the number of points in a Skill passes a threshold, the skill increases. These 
thresholds are ever-increasing, so raising a Skill from 40 to 41 takes more uses, and/or higher- 
magnitude uses, than raising that same Skill from 20 to 21 . 

Each time a Skill increases, it also contributes points towards your character's next Level. 
The number of points depends on the level of the Skill that increased, so raising a skill from a 
skill from 40 to 41 will take you further towards your next level than raising a Skill from 20 
to 21. 

It's important to remember two key rules: 

Your Skills only improve if you use them effectively. For example: 

0 Just swinging your sword around doesn't improve your One-Handed Skill. However, 
hitting someone with it does. 

0 Just summoning an Atronach over and over again doesn't improve your Conjuration Skill. 
But using the Atronach in combat does. 

0 Just talking to everyone you meet doesn't improve your Speech Skill. You have to 
actually buy and sell items and pass dialogue challenges. 

Your skills generally improve faster if you use them in more challenging situations. For example: 
0 Your Archery skill improves faster if you use more powerful bows that do more damage. 

0 Your Illusion skill improves faster if you cast more difficult spells. 

0 Your Lockpicking skill improves faster if you unlock harder chests. 


An Example: Maximizing your Training 



Runil is happy to teach you his knowledge of the arts of Conjuration. 
For a price. 


You wish to improve your Conjuration Skill (which is 20), so you visit Runil - the Journeyman 
Trainer - at the graveyard in Falkreath. He offers to train you for 250 gold. Train with him, and 
you exchange the gold for one Skill Point. You can train with him four more times this level, at 
a slightly higher cost each time. When you're done, your Skill is now 25, and you've spent a 
total of 1 350 gold. You must now Level up before you can pay to train again. You could have 
received the same training from Phinis Gestor (College of Winterhold) or Falion (in Morthal), or 
any combination of the three of them, but you could never have trained your skill above 25. 

If you're focused on (let's not use the term "obsessed") with increasing your favorite Skills, 
be sure visit their Trainers often, ideally just after you level up. For best results, train and then 
use the skill to help increase it as quickly as possible. Remember that you can visit a variety of 
Trainers to increase multiple Skills! 

Some Trainers can also be Followers, and a few of them are even candidates for marriage! 


“ 


Tr.e €tlder ( ScrcluS‘ V 


SKYRIM 


«[ 


TRAINING PARTI: SKILLS AND PERKS 


> 




M j 1 jfiiitfifiiyji 




£> The Trainers of Skyrim 



Combat Skills: The Path of Might 
Smithing 


Journeyman Trainer: Expert Trainer: Master Trainer: 

Ghorza of Markarth. Balimund of Riften. Eorlund Gray-Mane 

of Whiterun. 


Stealth Skills: The Path of Shadow 
Light Armor 





Journeyman Trainer: Expert Trainer: Master Trainer: 

Scouts-Many-Marshes Grelka of Riften. Nazir, of The Dark 
of Windhelm. Brotherhood. 


Magic Skills: The Path of Sorcery 
Illusion 


There is no 
Journeyman Trainer 
for this Skill. 



Expert Trainer: Atub, Master Trainer: Drevis 
of Largashbur in Neloren, of the 
The Rift. College of Winterhold. 


Heavy Armor 



Journeyman Trainer: Expert Trainer: Master Trainer: Farkas 

Hermir Strongheart Gharol of Dushnikh of The Companions, in 
of Windhelm. Yal, in The Reach. Whiterun. 



Sneak 


Conjuration 


Journeyman Trainer: Expert Trainer: Phinis Master Trainer: 
Runil of Falkreath. Gestor, of the College of Falion of Morthal. 
Winterhold. 


Journeyman Trainer: 
Khayla, of the 
Khajiit Caravans. 


Expert Trainer: 
Garvey, of 
Markarth. 


Master Trainer: Delven 
Mallory, of The Thieves 
Guild, in Riften. 


Block 

There is no 
Journeyman Trainer 
for this Skill. 


Expert Trainer: Njade Master Trainer: Larak 
Stonearm of The of Mor Khazgur, in 
Companions, in Whiterun. The Reach. 



Lockpicking Destruction 

There is no 
Journeyman Trainer 
for this Skill. 

Expert Trainer: Master Trainer: Vex, Journeyman Trainer: Expert Trainer: Sybille Master Trainer: 
Mojhad of the of The Thieves Guild, Wuunferth the Stentor of Solitude. Forolda, of the 
Khajiit Caravans. in Riften. Unliving, of Windhelm. College of Winterhold. 



Two-Handed 

There is no 
Journeyman Trainer 
for this Skill. 

Expert Trainer: Master Trainer: Vilkas, 

Torbjorn Shatter-Shield of The Companions, in 
of Windhelm. Whiterun. 




Pickpocket 


Journeyman Trainer: 
Ahkari, of the Khajiit 
Caravans. 


Expert Trainer: Silda 
the Unseen, of 
Windhelm. 


Master Trainer: 
Vipir, of The Thieves 
Guild, of Riften. 



Restoration 


Expert Trainer: Keeper Expert Trainer: Colette Master Trainer: 
Carcette, in the Hall of Marence, of the Danica Pure-Spring, 
the Vigilant. College of Winterhold. of Whiterun. 




One-Handed 


Journeyman Trainer: Export Trainer: Athis Master Trainer: Journeyman Trainer Trainer 
kmn of Whitemn of The Companions Burguk, of Dushnikh ^ ^ maras ^ #2: Revyn 
in Whiterun. Yal in The Reach. C Qravans - Sadri of 

Windhelm. 


Muster 

Expert Trainer: Trainer: Geraud 
Ogmund the Gemaine, of The 
Skald, of Bards College in 
Mcrkorth, Solitude. 



Journeyman Expert Trainer: Aela Master Trainer: Niruin, 

Trainer: Faendal, the Huntress, of The of The Thieves Guild, Journeyman Trainer: Expert Trainer: Master Trainer. Babette, 

of Riverwood. Companions in Whiterun. in Riften. Lami of Morthal - Arcadia ' of whiterun - of Ihe Dork Brotherhood. 


Alteration 



Journeyman Expert Trainee Dravynec, Master Trainer: Toffdir, 
Trainer: Moloron, of of Kynesgrove, in of the College of 
Solitude, Eostmorch. Winterhold, 


Enchanting 

There is no 
Journeyman Trainer 
for this Skill. 


Expert Trainer: Sergius Turrianus, Master Trainer: 
of the College of Winterhold. Hamal, or Markarth. 

Skill Trainers are also referenced when they relate to 
Quests or specific Atlas locations later in this guide. 



«! 


>•- TRANIMG 


THE INVENTORY 


SKILLS OVERVIEW 

THE BESTIARY QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




IMPROVING SKILLS: SKILL BOOKS 


The Doors of Oblivion ( Conjuration ), one of 
five copies known to exist. 

Scattered throughout Skyrim are a number of rare Skill 
Books, each associated with a particular Skill. The first time 
you read each book, the associated Skill increases by one. 
There are five different named books for each Skill (90 
different book titles), so a diligent collector can potentially 
increase each Skill by five points. 



It's worth noting that there are multiple copies of each book in the world (usually 3-5). 
However, you only gain a Skill point the first time you read a book - rereading that book, or 
any of its copies, has no further effect. 

For example: Those interested in the Sneak Skill should look for the following books: Three 
Thieves (four copies), 2920, Last Seed, v8 (four copies), Sacred Witness (four copies), Legend 
of Krately House (three copies), and The Red Kitchen Reader (five copies). This means there is 
a total of 20 Sneak Skill Books, and five points you can add to your Sneak from reading the 
first copy you encounter of each tome. 


IMPROVING SKILLS: AUGMENTATIONS 



An Amulet of Dibella, which adds + 15 
to your Speech. 

There are a variety of other ways to temporarily boost your 
Skills (or their primary effects): 

Equip enchanted items that increases that Skill. 

Drink a potion that boosts the Skill. 

Acquire a Shrine Blessing or other temporary bonus to 
the Skill. 



For example: Say you have a Speech of 40, but want to get better prices for a collection 
of loot you're about to sell. You could look for ways to permanently increase your skill, like 
completing dialogue challenges, training, or reading skill books. You can also equip an Amulet 
of Dibella (+1 5 Speech), pray at a Shrine of Dibella (+1 0% Better Prices), give a beggar 
a gold piece to receive The Gift of Charity (+1 0 Speech), and quaff a Potion of Glibness 
(+20 Speech) . Then head over to your merchant of choice and wring out every last gold coin 
you can. 


££> General Advice on Improving Skills 


When improving your Skills, heed the following advice: 

In general, it's better to increase your Skills and level up naturally, rather than trying to 
find ways to exploit the game. In fact, it may make your adventure harder, since you'll lack the 
gear and tactics needed to survive higher-level combat. 

There is no fixed "maximum level" (i.e., Level 50) for you to attain. However, if you were to 
raise all of your Skills to 1 00, this would - eventually - take you to around Level 80. As you're 
only able to choose one perk each time you level up, and there are well over 200 Skill-based 
perks, don't fixate on obtaining every single one, as that's impossible. Instead, focus on 
improving the Skills you're most interested in, and ignore perks you won't take advantage of, 
even if they're in a Skill you use constantly. 

Statistically, it's better to save Skill Books for higher levels, when the amount of effort 
or the cost of training needed to increase a skill rises dramatically. However, this tends to be 
difficult to do in practice, since you automatically read a book when picking it up, and won't 
know in advance that it's a skill book. Unless you're intent on raising every Skill to 1 00, it's 
best not to worry about this. 



If you're most of the way to your next level and just need one or two more skill increases, here 
are some options: 

Training: If you have the gold, Training is always a good option. If you're short on gold, try 
Training in a Skill you haven't used as much, as it will be less expensive (although it also 
won't count as much toward your next level). 

Do you have any Skill Books you haven't read? 

Are there any Ingredients you haven't sampled? Especially at low Skill levels, your Alchemy 
skill rises quickly just by eating common ingredients and learning their first effect. 

Do you have a lot of ingredients? You may be able to make some potions. Give Alchemy 
a try! 

Do you have any ingots or smithing supplies? You might be able to forge or improve 
something. Try your hand at Smithing. 


& 

V7 


The Bider Sera 


SKYRIM 


mu 




n 


TRAINING PARTI: SKILLS AND PERKS 




<6 SKILL CONSTELLATIONS 


This vast section of knowledge explores the entirety of the Skill Constellations. These are 
color-coded for Combat Skills: The Path of Might (red), Stealth Skills: The Path of Shadow 
(green), and Magic Skills: The Path of Sorcery (blue). 

There are three general categories of perks that deserve special mention: 

Skill Improvement Perks: Many constellations offer a perk that simply makes you better 
at that Skill's primary effect (examples include Agile Defender for Light Armor, Juggernaut 
for Heavy Armor, Stealth for Sneak, as well as others). Choosing these perks is akin to 
receiving a huge number of Skill increases for that Skill all at once. These perks may not be 
as "flashy" or instantly gratifying as some of the other perks, but they are always a strong, 
effective choice. 


Magic Rank Perks: The five schools of magic each have a series of "rank" perks (Novice, 
Apprentice, Adept, Expert, and Master) that dramatically decrease the cost of spells from 
that School. These perks are absolutely critical to your ability to use magic effectively, and 
should be a top priority for any serious Mage. 

Tiered Perks: Some perks can be selected multiple times for increased effect. These 
bonuses do not stack. For example, Heavy Armor's Juggernaut 1 Perk increases your 
armor rating by 20%, while Juggernaut 2 increases your armor rating by 40%. After taking 
Juggernaut 2, you will have a bonus of 40%, not 60%. 

NOTE ★ - This highlighls some of the best some of I he best or most 
interesting perks in a particular Skill Constellation. 



£►> Smithing 



Smithing is the art of 
creating and improving 
weapons and armor. 
Smithing workstations 
include the Blacksmith 
Forge, Grindstone 
(for Weapons), and 
Workbench (for Armor). 

Any improvements m4de 

at any of these stations count towards your Smithing skill, with 
the amount of increase based on the value of the item you craft 
or improve. To increase this skill as quickly as possible, forge your 
own items and then improve them. You can make Hide ond Iron 
items without taking any perks. You can improve any item without 
taking any perks. However, you need perks to create any advanced 
items, such as Dwarven or Ebony weapons and armor. 


Constellation: Path of Might 
Available Perks: 10 


Mining, Smelting, and Tanning provide raw materials for 
Smithing, although they do not count towards this skill. Smithing 
synergizes well with Enchanting, since it guarantees you a ready 
supply of items to enchant. For more information on all of these 
activities, see the Crafting section on page 41. 


The main choice presented by your Smithing Perks is obvious: 
are you interested in making and improving Light Armor, like 
Elven, Scale, Glass, and Dragonscale, or Heavy Armor, like Steel, 
Dwarven, Orcish, Ebony, Daedric, and Dragonplate? Focus on the 
side of the constellation that appeals most to you. 


1. STEEL SMITHING 

Can create Steel ormor ond weapons at forges, and improve 
them twice as much. 

Requires: Smithing 20 

2. ARCANE BLACKSMITH ★ 

You can improve magical weapons and armor. 

Requires: Smithing 60 

One of the most useful Smithing Perks, especially if you plan to 
focus on Enchanting as well. If your Enchanting skill is low, you can 
improve a piece of gear with a powerful enchantment but a weak 
armor rating to keep it viable for longer, or to make an already 
great item even better. If you're a master artisan, you can make 
your own gear from scratch, enchant it, temper it, and then either 
use it or sell it for a considerable profit. 

3. ELVEN SMITHING 

Con create Elven armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 40, Steel Smithing 

4. ADVANCED ARMORS 

Can create Scaled and Steel Plate armor at forges, and improve 
them twice as much. 

Requires: Smithing 50, Elven Smithing 

5. GLASS SMITHING 

Can create Glass armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 70, Advanced Armors 

6. DWARVEN SMITHING ★ 

Can create Dwarven armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 30, Steel Smithing 


Once you begin exploring Dwarven Ruins, you'll discover tons of 
scrap metal that can be smelted down into ingots. This is a great 
source of free, convenient crafting materials for your Smithing 
practice. Taking this perk allows you to make better (and thus 
more valuable) Dwarven items from these ingots, which improves 
your Smithing skill even more quickly, and allows you to turn a 
nice profit, too. 


7. ORCISH SMITHING 

Can create Orcish armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 50, Dwarven Smithing 

8. EBONY SMITHING 

Can create Ebony armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 80, Orcish Smithing 

9. DAEDRIC SMITHING 

Can create Daedric armor and weapons at forges, and improve 
them twice as much. 

Requires: Smithing 90, Ebony Smithing 
Daedric weapons and armor are not available in shops, so the only 
way to get them is to find or make them. 

10. DRAGON ARMOR 

Can create Dragon armor at forges, and improve them twice as 
much. 

Requires: Smithing 100, Glass Smithing OR Daedric Smithing 
Dragonplate and Dragonscale armors are not available in shops, so 
the only way to get them is to find or make them. 



<«* 


TRANING 


THE INVENTORY 


5 SKILLS COMBAT SKILLS: THE PATH OF MIGHT (% > 

THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 


[►> Heavy Armor 

Heavy Armor allows you to 
make more effective use of Iron, 
Steel, Dwarven, Orcish, Ebony, 
Dragonplate, and Daedric armors. 
Heavy Armor offers excellent 
protection, though its weight will 
slow you down and reduce the 

Constellation: Path of Might Dmount of 9 eor ^ CDn 
Available Perks: 12 High-end sets of Heavy Armor 
are especially rare, so you may 
wish to consider Smithing so you con craft your own when the 
time comes. 

Your Heavy Armor skill increases when you take damage 
while wearing heavy armor, based on the damage of the incoming 
blow. If you're wearing more than one kind of armor, the incoming 
damage is divided up among the pieces before being used to 
calculate skill uses. So, the more Heavy Armor you're wearing, 
the more damage will be assigned to it, and the faster this Skill 
will increase. 

The Heavy Armor constellation has two main themes: the left 
arc focuses on unusual perks, or those useful in specific situations, 
while the right arc emphasizes statistically-powerful perks for heavy 
armor purists. 

1-5. JUGGERNAUT (5 RANKS) ★ 

Rank 1 : Increases the ormor rating of your Heavy Armor by 20%. 

Requires: None 

Rank 2: Increases the armor rating of your Heavy Armor by 40%. 


Requires: Heavy Armor 20, Juggernaut 1 
Rank 3: Increases the armor rating of your Heavy Armor by 60%. 
Requires: Heavy Armor 40, Juggernaut 2 
Rank 4: Increases the armor rating of your Heavy Armor by 80%. 
Requires: Heavy Armor 60, Juggernaut 3 
Rank 5: Increases the armor rating of your Heavy Armor by 
100 %. 

Requires: Heavy Armor 80, Juggernaut 4 

6. FISTS OF STEEL 

Unarmed attacks with heavy armor gauntlets do their armor base 
rating in extra damage. 

Requires: Heavy Armor 30, Juggernaut 1 
Although unarmed combat doesn't increase any of your Skills, 
it can still be a viable option, especially for Khajiits (whose 
Claws racial ability also improves unarmed attacks). This perk 
also makes Brawls dramatically easier. 

7. WELL FITTED ★ 

25% Armor bonus if wearing all Heavy Armor : head, chest, 
hands, feet. 

Requires: Heavy Armor 30, Juggernaut 1 
This bonus stacks with Juggernaut and Matching Set; a must-have 
for anyone serious about using Heavy Armor. 

8. CUSHIONED 

Half damage from falling if wearing all Heavy Armor: head, 
chest, hands, feet. 

Requires: Heavy Armor 50, Fists of Steel 
Worth considering if you enjoy climbing mountains and scampering 
up rocks, and don't want to worry about fall damage. 


9. TOWER OF STRENGTH 

50% less stagger when wearing only Heavy Armor. 

Requires: Heavy Armor 50, Well-Fitted 

10. CONDITIONING 

Heavy Armor weighs nothing and doesn't slow you down when 
worn. 

Requires: Heavy Armor 70, Cushioned 
Conditioning reduces the weight of heavy armor you're 
wearing (it doesn't affect the weight of armor in your 
inventory), and eliminates the speed penalty for wearing 
heavy armor. If that appeals to you, but you aren't excited 
about having to take Fists of Steel and Cushioned to reach 
this perk, try out the Steed Stone ability (from one of the 
Standing Stones) instead: it has almost the same effect, and 
won't cost you any perks. 

11. MATCHING SET 

Additional 25% Armor bonus if wearing o matched set of Heavy 
Armor. 

Requires: Heavy Armor 70, Tower of Strength 
This bonus stacks with Juggernaut and Well Fitted. It's challenging 
to acquire a complete set of the high-end Heavy Armors (unless 
you're specializing in Smithing), so make sure you have a 
matching set before taking this perk. 

12. REFLECT BLOWS 

1 0% chance to reflect melee damage back to the enemy while 
wearing all Heavy Armor: head, chest, hands, feet. 

Requires: Heavy Armor 100, Matching Set 



£> Block 

Block is the art of deflecting an 
enemy's blows with your shield 
or weapon. Your Block skill 
reduces the damage you take and 
the amount you stagger when 
you block an attack. Your skill 
increases when you successfully 
Constellation: Path of Might block damage (based on the 
Available Perks: 1 3 damage of the blow before it was 
blocked), or when you successfully 
bash an enemy with a weapon or shield. 

Note that parries with One- or Two-handed weapons are also 
improved by your Block Skill and many Block Perks- you don't 
have to be using a shield to benefit from this skill. But remember 
that if you have a second weapon or spell equipped in your left 
hand, you can't block at all. 

In the Block constellation, the left arc offers shield-specific 
damage reduction perks, while the right arc focuses on bash and 
power bash perks that work with both shield and weapon blocks. 

1-5. SHIELD WALL (5 RANKS) 

Rank 1: Blocking is 20% more effective. 

Requires: None 

Rank 2: Blocking is 25% more effective. 

Requires: Block 20, Shield Wall 1 

Rank 3: Blocking is 30% more effective. 

Requires: Block 40, Shield Wall 2 

Rank 4: Blocking is 35% more effective. 

Requires: Block 60, Shield Wall 3 

Rank 5: Blocking is 40% more effective. 

Requires: Block 80, Shield Wall 4 




The SLderjBcrou* V 

s ;< y r7 m 


6. DEFLECT ARROWS 

When blocking with a shield, arrows that hit the shield do no 
damage. 

Requires: Block 30, Shield Wall 1 

This perk greatly reduces the damage you take while rushing archers, 
but it's much less effective once you've engaged the enemy, since your 
shield may not be in the right place at the right time. 

7. POWER BASH 

Able to do a power bash. 

Requires: Block 30, Shield Wall 1 

This perk unlocks a new Power Bash move that sends enemies flying. 
This is a great addition to your arsenal, especially if you're employing a 
weapon-and-shield combat style. 

8. QUICK REFLEXES 

Time slows down if you are blocking during an enemy's power attack 
Requires: Block 30, Shield Wall 1 

Quick Reflexes gives you a chance to react and dodge or (better yet) 
respond with a bash to counter the attack. 

9. DEADLY BASH 

Bashing does five times more damage. 

Requires: Block 50, Power Bash 

While this sounds powerful, bashes don't do much damage to 
start with. The damage bonus certainly doesn't hurt, but it's still 
much faster to kill enemies with your weapon than with your 
shield. 

10. ELEMENTAL PROTECTION ★ 

Blocking with a shield reduces incoming fire, frost, and shock damage 
by 50%. 

Requires: Block 50, Deflect Arrows 


This perk is especially powerful when fighting mages. Combine 
with the Breton's Magic Resistance or the Alteration Magic 
Resistance Perks for almost impenetrable defense, allowing you to 
shrug off enemy spells with ease! 

11. BLOCK RUNNER 

Able to move faster with a shield raised. 

Requires: Block 70, Elemental Protection 
Block Runner helps you close the distance with a ranged mage 
or archer, and allows you to cover more ground when making a 
Shield Charge. 

12. DISARMING BASH ★ 

Chance to disarm when power bashing. 

Requires: Block 70, Deadly Bash 
Disarming Bash gives you a chance to knock away an enemy's 
equipped weapon if he is in the middle of executing a power 
attack. While many enemies have backup weapons (often 
daggers), they're significantly less powerful, so you can usually 
crush a disarmed foe with ease. This is a great perk, at least until 
you learn the Disarm Shout, which does this more reliably. Consult 
the Shouts section to find out how to acquire this; you may wish to 
ignore this perk if the Shout becomes more useful to you. 

13. SHIELD CHARGE 

Sprinting with a shield raised knocks down most targets. 

Requires: Block 1 00, Block Runner OR Disarming Bash 
Shield Charge is great at forcing your way out of a mob of 
enemies if you get surrounded, or buying a few moments to 
recover in the middle of a difficult battle. 


TRAINING PART 1: SKILL CONSTELLATIONS 


Two-Handed 

9 The Two-Handed Skill governs 
the use of large weapons such 
as greatswords, battle axes, and 
warhammers. Those trained in 
this skill deliver more lethal and 
powerful blows. To improve this 
skill, damage enemies with a 
two-handed weapon. The skill 
improves based on the amount 
Constellation: Path of Might of damage you do (minus any 
Available Perks: 1 9 enchantments), not the number 

of swings you take, so you 

get the same increase regardless of how many hits it takes to fell 
your foe. 

A number of perks in the Two-Handed constellation improve 
a specific type of two-handed weapon. If you generally use the 
best weapon you can find (no matter what type it is), it's wiser to 
invest your perks elsewhere: better to have a bonus you can rely 
on than one you only see occasionally. 

1-5. BARBARIAN (5 RANKS) ★ 

Rank 1 : Two-Handed weapons do 20% more damage. 

Requires: None 

Rank 2: Two-Handed weapons do 40% more damage. 

Requires: Two-Handed 20, Barbarian 1 

Rank 3: Two-Handed weapons do 60% more damage. 

Requires: Two-Handed 40, Barbarian 2 

Rank 4: Two-Handed weapons do 80% more damage. 

Requires: Two-Handed 60, Barbarian 3 
Rank 5: Two-Handed weapons do twice as much damage. 
Requires: Two-Handed 80, Barbarian 4 
This perk provides a massive +20% bonus to your two-handed 
weapon damage with each rank. This is a huge boost; make this 
perk your top priority whenever your skill level permits. 


6. CHAMPION'S STANCE ★ 

Power attacks with two-handed weapons cost 25% less stamina. 
Requires: Two-Handed 20, Barbarian 1 
In effect, this perk allows you to power attack more often. 
Two-handed weapons excel at devastating power attacks, so this 
is a solid choice. 

7-9. DEEP WOUNDS (3 RANKS) 

Rank 1 : Attacks with greatswords have a 1 0% chance of doing 
critical damage. 

Requires: Two-Handed 30, Barbarian 1 

Rank 2: Attacks with greatswords have a 1 5% chance of doing 

even more critical damage. 

Requires: Two-Handed 60, Deep Wounds 1 

Rank 3: Attacks with greatswords have a 20% chance of doing 

even more critical damage. 

Requires: Two-Handed 90, Deep Wounds 2 
When a weapon scores a critical hit, it deals 50% more damage, 
more for ranks 2 and 3. Statistically, this perk works out to a 5% 
boost in your average damage over time at Rank 1 , and a 1 5% 
boost by Rank 3. That's not nothing, but Barbarian is still better. 

10-12. LIMBSPLITTER (3 RANKS) 

Rank 1 : Attacks with battle axes cause extra bleeding damage. 
Requires: Two-Handed 30 

Rank 2: Attacks with battle axes cause more bleeding damage. 

Requires: Two-Handed 60, Limbsplitter 1 

Rank 3: Attacks with battle axes cause even more bleeding 

damage. 

Requires: Two-Handed 90, Limbsplitter 2 
The exact amount of bleeding damage depends on the axe, but 
in general, this perk causes each hit to do 1-3 points of damage 
each second for 3-6 seconds, with the higher ranks pushing higher 
into that range, making this roughly equivalent to a short-lived 
lingering poison. 

13-15. SKULLCRUSHER (3 RANKS) 

Rank 1 : Attacks with warhammers ignore 25% of armor. 
Requires: Two-Handed 30 


Rank 2: Attacks with warhammers ignore 50% of armor. 
Requires: Two-Handed 60, Skullcrusher 1 
Rank 3: Attacks with warhammers ignore 75% of armor. 
Requires: Two-Handed 90, Skullcrusher 2 
This perk has no effect against unarmored enemies, but it can 
make it significantly easier to take down a heavily armored foe, 
such as many bosses. 

16. DEVASTATING BLOW 

Standing power attacks do 25% bonus damage with a chance to 
decapitate your enemies. 

Requires: Two-Handed 50, Champion's Stance 
This is a strong, reliable damage bonus. The decapitation adds a 
grotesquely satisfying visual touch, but only applies if your attack 
already killed the enemy (this perk doesn't give you a chance of 
an instant kill). 

17. GREAT CRITICAL CHARGE 

Can do a two-handed power attack while sprinting that does 
double critical damage. 

Requires: Two-Handed 50, Champion's Stance 
Less powerful than it might appear, the "double critical damage" 
bonus only applies if you land a critical hit in the first place, and 
(more importantly) you have to remember to use it for it to be 
effective. Take this if you find yourself making "berserker rushes" 
on your own anyway. 

18. SWEEP 

Sideways power attacks with two-handed weapons hit all targets 
in front of you. 

Requires: Two-Handed 70, Devastating Blow OR Great Critical 
Charge 

Great at clearing out swaths of enemies in a single blow. 

1 9. WARMASTER 

Backwards power attacks have a 25% chance to paralyze the 
target. 

Requires: Two-Handed 1 00, Sweep 


£►> One-Handed 

The One-Handed Skill governs 1 
the use of weapons like the 
sword, war axe, mace, and 
dagger. Those trained in this 
skill deliver more deadly blows. 
To improve this skill, you 
must damage enemies with a 
one-handed weapon. The skill 
Constellation: Path of Might j m p roves based on the amount 
Available Perks: 21 of damage you d o (minus any 

enchantments), not the number 
of swings you take, so while it might take ten hits to kill a bandit 
with a dagger, you would get the same skill increase for killing him 
in three with a mace. 

A number of perks in the One-Handed constellation improve 
a specific type of one-handed weapon. If you generally use the 
best weapon you can find (no matter what type it is), it's wiser to 
invest your perks elsewhere: better to have a bonus you can rely 
on than one you only see occasionally. 



O 

1-5. ARMSMAN (5 RANKS) ★ 

Rank 1 : One-Handed weapons do 20% more damage. 

Requires: None 

Rank 2: One-Handed weapons do 40% more damage. 

Requires: One-Handed 20, Armsman 1 

Rank 3: One-Handed weapons do 60% more damage. 

Requires: One-Handed 40, Armsman 2 

Rank 4: One-Handed weapons do 80% more damage. 

Requires: One-Handed 60, Armsman 3 
Rank 5: One-Handed weapons do twice as much damage. 
Requires: One-Handed 80, Armsman 4 
This perk provides a massive +20% bonus to your one-handed 
weapon damage with each rank. This is a huge boost; make this 
perk your top priority whenever your skill level permits. 

6. FIGHTING STANCE ★ 

Power attacks with one-handed weapons cost 25% less stamina. 
Requires: One-Handed 20, Armsman 1 
By conserving your stamina, this perk allows you to power attack 
or bash more often. A solid choice, especially if you dual-wield 
one-handed weapons, as this bonus works well with the Dual Flurry 
and Dual Savagery Perks. 


7-9. BLADESMAN (3 RANKS) 

Rank 1: Attacks with swords have a 10% chance of doing critical 
damage. 

Requires: One-Handed 30, Armsman 1 

Rank 2: Attacks with swords have a 1 5% chance of doing more 

critical damage. 

Requires: One-Handed 60, Bladesman 1 

Rank 3: Attacks with swords have a 20% chance of doing even 

more critical damage. 

Requires: One-Handed 90, Bladesman 2 
When a weapon scores a critical hit, it deals 50% more damage, 
more for ranks 2 and 3. Statistically, this perk works out to a 5% 
boost in your average damage over time at Rank 1 , and a 1 5% 
boost by Rank 3. That's not nothing, but Armsman is still better. 

10-12. BONE BREAKER (3 RANKS) 

Rank 1 : Attacks with maces ignore 25% of armor. 

Requires: One-Handed 30, Armsman 1 

Rank 2: Attacks with maces ignore 50% of armor. 

Requires: One-Handed 60, Bone Breaker 1 
Rank 3: Attacks with maces ignore 75% of armor. 

Requires: One-Handed 90, Bone Breaker 2 
This perk has no effect against unarmored enemies, but it can 
make it significantly easier to take down a heavily armored foe, 
such as many bosses. 


«i 


■<£ 


TRANING 


THE INVENTORY 


COMBAT SKILLS: THE PATH OF MIGHT 

THE BESTIARY QUESTS 




ATLAS OF SKYRIM 


APPENDICES AND INDEX 


13-15. HACK AND SLASH (3 RANKS) 

Rank 1: Attacks with war axes cause extra bleeding damage 

Requires: One-Handed 30, Armsman 1 

Rank 2: Attacks with war axes cause more bleeding damage 

Requires: One-Handed 60, Hack and Slash 1 

Rank 3: Attacks with war axes cause even more bleeding 

damage 

Requires: One-Handed 90, Hack and Slash 2 
The exact amount of bleeding damage depends on the axe, but 
in general, this perk causes each hit to do 1-3 points of damage 
each second for 3-6 seconds, with the higher ranks pushing higher 
into that range, making this roughly equivalent to a short-lived 
lingering poison. 

16-17. DUAL FLURRY (2 RANKS) 

Rank 1 : Dual wielding attacks are 20% faster. 

Requires: One-Handed 30, Armsman 1 
Rank 2: Dual wielding attacks are 35% faster. 

Requires: One-Handed 50, Dual Flurry 1 


18. CRITICAL CHARGE 

Can do a one-handed power attack while sprinting that does 
double critical damage. 

Requires: One-Handed 50, Fighting Stance 
This perk still requires that you land a critical hit in the first place 
in order to receive the damage bonus. Worth taking if you find 
yourself making berserker rushes on your own, if you've taken the 
Bladesman Perks, or if you're dual-wielding (since you've got a 
better chance of getting a critical hit with at least one weapon). 

19. SAVAGE STRIKE 

Standing power attacks do 25% bonus damage with a chance to 
decapitate your enemies. 

Requires: One-Handed 50, Fighting Stance 
This is a strong, reliable damage bonus, though the decapitation 
only applies if you've already killed the enemy. But standing over 
the headless corpse of your kill is a satisfying way to temper your 
bloodlust! 


20. DUAL SAVAGERY ★ 

Duel wielding power attacks do 50% more damage. 

Requires: One-Handed 70, Dual Flurry 1 
A great pick if you're focused on dual wielding, this is stronger than 
Savage Strike or Critical Charge, and stacks with both of them, 
making your power attacks incredibly deadly. 

21. PARALYZING STRIKE 

Your backwards power attack has a 25% chance to paralyze 
the target. 

Requires: One-Handed 1 00, Savage Strike OR Critical Charge 
Paralyzing Strike is a powerful ability. . . if you remember to use it. 
When it works, you can inflict massive damage (and often kill your 
foes outright) before they can get back on their feet. But. . . how 
often do you use backward power attacks? 


Archery 

Archery represents the skill and 
training needed to wield a bow 
effectively in combat. The greater 
your skill, the more deadly your 
shots. Your Archery skill improves 
when you damage enemies 
with a bow and arrows, with the 
amount of increase based on 
the damage that you do (minus 
any enchantments). Of course, 
only shots that hit their mark 
will count. 

1-5. OVERDRAW (5 RANKS) ★ 

Rank 1 : Bows do 20% more damage. 

Requires: None 

Rank 2: Bows do 40% more damage. 

Requires: Archery 20, Overdraw 1 
Rank 3: Bows do 60% more damage. 

Requires: Archery 40, Overdraw 2 
Rank 4: Bows do 80% more damage. 

Requires: Archery 60, Overdraw 3 
Rank 5: Bows do twice as much damage. 

Requires: Archery 80, Overdraw 4 
This perk provides a massive +20% bonus to your bow damage 
with each rank. This is a huge boost; make this perk your top 
priority whenever your skill level permits. 


6-8. CRITICAL SHOT (3 RANKS) 

Rank 1 : 1 0% chance of a critical hit that does extra damage. 

Requires: Archery 30, Overdraw 1 

Rank 2: 1 5% chance of a critical hit that does 25% more critical 

damage. 

Requires: Archery 60, Critical Shot 1 

Rank 3: 20% chance of a critical hit that does 50% more critical 

damage. 

Requires: Archery 90, Critical Shot 2 
When a weapon scores a critical hit, it deals 50% more damage. 
Statistically, this perk works out to a 5% boost in your average 
damage over time at Rank 1, and a 1 5% boost by Rank 3. That's 
not nothing, but Overdraw is still better. 

9. EAGLE EYE ★ 

Pressing Block while aiming will zoom in your view. 

Requires: Archery 30, Overdraw 1 
This perk allows you to snipe enemies more accurately from a 
greater distance. This is a great choice for stealth archers: Since 
you may only get one shot, make it count! 

10-11. STEADY HAND (2 RANKS) 

^ Rank 1: Zooming in with a bow slows time by 25% 

Requires: Archery 40, Eagle Eye 

Rank 2: Zooming in with a bow slows time by 50% 

Requires: Archery 60, Steady Hand 1 
This perk is useful for minimizing the chance that your target 
will move while you line up a stealth shot, or for making sure 
an important shot hits its mark. It's especially effective against 
dragons in the air; you'll still have to lead your shot a little (that 
is, aim at where you think the creature will be when the arrow 
arrives, not where it is when you fire), but this improves your odds 
of hitting them significantly. 


12. HUNTER'S DISCIPLINE 

Recover twice as many arrows from dead bodies. 

Requires: Archery 50, Critical Shot 1 
A fine choice if you find yourself running out of arrows frequently, 
or use a lot of high-end arrows. If you mainly use basic Iron 
or Steel Arrows, take something else; they're so cheap and so 
common that recovering more of them just isn't worth the perk. 

13. POWER SHOT ★ 

Arrows stagger all but the largest opponents 50% of the time. 
Requires: Archery 50, Eagle Eye 

Power Shot is surprisingly powerful: In the time it takes an enemy 
to stagger and recover, you may be able to fire off another shot 
or two. The stagger will also interrupt an enemy's charge or block, 
briefly giving you a clear opening. Or when all else fails, take that 
second or two to put some space between you and your opponent. 

14. RANGER 

Able to move faster with a drawn bow. 

Requires: Archery 60, Hunter's Dicipline 

15. QUICK SHOT 

Can draw a bow 30% faster. 

Requires: Archery 70, Power Shot 

16. BULLSEYE 

1 5% chance of paralyzing the target for 1 0 seconds. 

Requires: Archery 1 00, Quick Shot OR Ranger 
Bullseye gives you a chance to paralyze opponents with each shot. 
This is fantastic at medium and short ranges, where it can take 
an enemy out of a fight and allows you to finish them off quickly. 
It's somewhat less effective at long range, since enemies fall over 
when paralyzed, making it more difficult (or impossible) to hit 
them again from that distance. 



Constellation: Path of Might 
Available Perks: 16 



Tre ^tder£cra& V 

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TRAINING PART 1 : SKILL CONSTELLATIONS 



Light Armor 


Light Armor allows you to 
make more effective use of 
Hide, Leather, Elven, Glass, 
and Dragonscale armor. 

Light Armor offers a good 
balance between weight, 
protection, and mobility, and 
is recommended for stealthy 
characters or those with other 
forms of protection (such as a 
good shield or the occasional ward) to supplement their defenses. 



Constellation: Path of Shadow 
Available Perks: 10 


Your Light Armor skill increases when you take damage while 
wearing light armor, based on the damage of the incoming blow. If 
you're wearing more than one kind of armor, the incoming damage 
is divided up among the pieces before being used to calculate 
skill uses, so wearing more light armor will allow this skill to 
develop faster. 


1-5. AGILE DEFENDER (5 RANKS) ★ 

Rank 1 : Increase armor rating for Light armor by 20%. 
Requires: None 


Rank 2: Increases the armor rating of your Light Armor by 40%. 

Requires: Light Armor 20, Agile Defender 1 

Rank 3: Increases the armor rating of your Light Armor by 60%. 

Requires: Light Armor 40, Agile Defender 2 

Rank 4: Increases the armor rating of your Light Armor by 80%. 

Requires: Light Armor 60, Agile Defender 3 

Rank 5: Increases the armor rating of your Light Armor by 1 00%. 

Requires: Light Armor 80, Agile Defender 4 

6. CUSTOM FIT ★ 

25% armor bonus if wearing all Light Armor: head, chest, hands, 
feet. 

Requires: Light Armor 30, Agile Defender 1 
This bonus stacks with Agile Defender and Matching Set; a 
must-have for anyone serious about using Light Armor. 

7. UNHINDERED 

LightArmor weighs nothing and doesn'tslow you down when 
worn. 

Requires: LightArmor 50, Custom Fit 
This perk reduces the weight of the light armor you're wearing 
(it doesn't affect the weight of armor in your inventory), and 
eliminates its movement penalty. If you're not sure whether this 
perk is for you, try out the Steed Stone ability (from one of the 
Standing Stones) first: it has almost the same effect, and won't 
cost you a perk. 


8. WIND WALKER 

Stamina regenerates 50% faster in all LightArmor: head, chest, 
hands, feet. 

Requires: Light Armor 60, Unhindered 

9. MATCHING SET 

Additional 25% Armor bonus if wearing a matched set of Light 
Armor 

Requires: Light Armor 70, Custom Fit 
This bonus stacks with Agile Defender and Custom Fit. Make sure 
you have a matching set before taking this perk, though. 

10. DEFT MOVEMENT 

1 0% chance of avoiding all damage from a melee attack while 
wearing all LightArmor: head, chest, hands, feet. 

Requires: Light Armor 1 00, Wind Walker OR Matching Set 
This perk gives you a 1 0% chance of avoiding all damage from 
a hit when wearing a full set of light armor. It's a noticeable but 
unreliable bonus: if you're lucky, it might spare you from a lethal 
blow... or it may not. 


& Sneak 



Sneak is the Crrt of moving ^ 
unseen and unheard. This skill 
improves when you sneak 
past someone, or perform a 
successful sneak attack. You 
don't get credit for sneaking 
in an empty hallway, or for 
Constellation: Path of Shadow just standing around- you 
Available Perks: 1 3 must be sneaking (crouched) 

near someone who can 

detect you. Avoiding detection is also critical: the moment you are 
spotted, your sneak attempt has failed, and you can no longer 
perform a sneak attack (until you hide again). 


1-5. STEALTH (5 RANKS) ★ 

Rank 1 : You are 20% harder to detect when sneaking. 
Requires: None 

Rank 2: You are 25% harder to detect when sneaking. 

Requires: Sneak 20, Stealth 1 

Rank 3: You are 30% harder to detect when sneaking. 

Requires: Sneak 40, Stealth 2 

Rank 4: You are 35% harder to detect when sneaking. 

Requires: Sneak 60, Stealth 3 

Rank 5: You are 40% harder to detect when sneaking. 

Requires: Sneak 80, Stealth 4 


This perk makes it dramatically easier to sneak past enemies 
unnoticed. The first rank in this skill (+20%) is absolutely critical to 
being able to sneak effectively. Subsequent ranks have diminishing 
returns, but are still a good choice if you're focused on stealth 
and find yourself being detected too quickly. Even if Stealth isn't 
your focus, it's worth taking the basic Stealth Perk just in case you 
someday need to sneak out of a dangerous situation. 

6. BACKSTAB 

Sneak attacks with one-handed weapons now do six times 
damage. 

Requires: Sneak 30, Stealth 1 

Backstab doubles your sneak attack damage (to 6x normal). If 
you're skilled enough to reliably sneak up behind enemies, this can 
make one-hit kills a real possibility, especially on weaker foes. 

7. MUFFLED MOVEMENT 

Noise from armor is reduced by 50%. 

Requires: Sneak 30, Stealth 1 

This perk is good at low levels, but is much less useful later on, 
when it's eclipsed by Silence, Muffle-enchanted equipment, or the 
Muffle spell (Illusion Skill), all of which silence your movement 
entirely. 

8. DEADLY AIM ★ 

Sneak attacks with bows now do three times damage. 

Requires: Sneak 40, Backstab 


Deadly Aim increases the sneak attack damage done by bows 
(from 2x to 3x). The extra damage is noticeable, though not as 
dramatic as Backstab's bonus. 


9. LIGHT FOOT 


You won't trigger pressure plates. 

Requires: Sneak 40, Muffled Movement 
This perk presents an interesting dilemma. It has advantages: you'll 
no longer have to worry about almost half the traps you encounter. 
But enemies and your Followers can still set them off, which 
generally gives you less warning than you might otherwise have 
had. Also, you can no longer deliberately use traps to kill enemies, 
which limits your options and takes some of the fun out of them. 

So think carefully before taking this perk, or just be cautious and 
avoid pressure plates in the first place. 



10. ASSASSIN'S BLADE 

Sneak attacks with daggers now do a total of fifteen times 
normal damage. 

Requires: Sneak 50, Deadly Aim 

This perk affects only daggers, but it does make them significantly 
more effective at sneak attacks. With this perk, daggers do about 
twice the sneak attack damage of a full-sized weapon like a sword 
or mace. That's a solid improvement, and a good reason to choose 
daggers, at least for your first blow. 




TRANIKG 


COMBAT SKILLS; THE PATH Of MIGHT STEALTH SKILLS: THE PATH OF SHADOW 

THE INVENTORY THE BESTIARY QUESTS AMS OF SKYRIM 


APPENDICES AND INDEX 


12. SILENCE 

Walking and running does not affect detection. 
Requires: Sneak 70, Silent Roll 
This perk gives you a permanent Muffle effect. 
However, since you can receive the same effect from a 
spell or piece of enchanted armor, consider whether it's 
really worth spending one of your perk selections on. 


13. SHADOW WARRIOR 

Crouching stops combat for a moment and forces distant opponents to search for a target. 
Requires: Sneak 1 00, Silence 

Shadow Warrior can give you a chance to recover or make a hasty getaway if your stealth 
attempt goes terribly wrong. It's most effective if you can put some distance between 
yourself and your foes; if you use it right in front of an enemy, they'll spot you again almost 
immediately. 


11. SILENT ROLL 

Sprinting while sneaking executes a silent forward 
roll. 

Requires: Sneak 50, Light Foot 
Silent Roll allows you to quickly dodge behind cover 
while sneaking, although the drain on your Stamina 
prevents you from using it to roll long distances. 


££> Lockpicking 

9 Lockpicking allows you 
to open locked doors and 
containers faster, more 
easily, and with fewer broken 
lockpicks. This skill increases 
when you pick the lock on a 
door, container, or trap trigger 
Constellation: Path of Shadow hinge, based on the difficulty 

Available Perks: 1 1 of the lock - lf also increases 

(slightly) if you break a pick, 

so if you try picking a difficult lock and fail, it isn't a total loss. 

The Novice, Apprentice, Adept, Expert, and Master Locks 
Perks decrease the difficulty of picking locks of the corresponding 
level. This helps save on lockpicks (and frustration), but 
depending on your Lockpicking skill and your own personal skill at 
Lockpicking, you may not find them necessary. 

Note that the fabled Skeleton Key gives you the high-end 
Unbreakable Perk while you possess it, though you must surrender 
the Skeleton Key as a part of the Thieves' Guild questline. While 
you have it, take the opportunity to unlock any Expert or Master 
locks you wish and quickly level your Lockpicking skill. 

1. NOVICE LOCKS 

Novice locks are much easier to pick. 

Requires: None 


2. APPRENTICE LOCKS 

Apprentice locks are much easier to pick. 

Requires: Lockpicking 25, Novice Locks 

3. QUICK HANDS 

Able to pick locks without being noticed. 

Requires: Lockpicking 40, Apprentice Locks 
Quick Hands allows you to pick locks without a Crime being 
detected. This is sometimes useful for breaking into homes and 
containers without attracting too much attention. . . although 
trespass and theft will still be noticed. 

4. WAX KEY 

Automatically gives you a copy of a picked lock's key if it has 
one. 

Requires: Lockpicking 50, Quick Hands 
In essence, this perk allows you to automatically reopen most 
doors you've picked in the past. This may be useful if you find 
a couple of wealthy houses you can rob repeatedly (after their 
treasures have been replaced), or if you find yourself back in a 
Dungeon you've been to before. 

5. ADEPT LOCKS 

Adept locks are much easier to pick. 

Requires: Lockpicking 50, Apprentice Locks 

6. GOLDEN TOUCH ★ 

Find more gold in chests. 

Requires: Lockpicking 60, Adept Locks 


Golden Touch adds a fair amount of gold to most chests (up to 
+100 gold pieces per chest). This stacks with the Imperial Luck 
racial ability, though it's significantly better. 

7. TREASURE HUNTER ★ 

50% greater chance of finding special treasure. 

Requires: Lockpicking 70, Golden Touch 
This perk significantly increases your chance of finding special loot 
in some chests, especially large chests. What kind of loot? It could 
be literally anything, from an Iron Sword on up to a Dragonplate 
Cuirass. This is always a gamble, but it occasionally gives you 
something that's far better than anything you can get through any 
normal means. Are you feeling lucky? 

8. EXPERT LOCKS 

Expert locks are much easier to pick. 

Requires: Lockpicking 75, Adept Locks 

9. LOCKSMITH 

Pick starts close to the lock opening position. 

Requires: Lockpicking 80, Expert Locks 

10. UNBREAKABLE 

Lockpicks never break. 

Requires: Lockpicking 100, Locksmith 
With this perk - and enough patience - you can eventually pick the 
lock on any chest with a single pick. Take this, and you won't need 
the Master Locks Perk. 

11. MASTER LOCKS 

Master Locks are much easier to pick. 

Requires: Lockpicking 100, Expert Locks 


Pickpocket 

Constellation: Path of Shadow the item. Fail to pickpocket 
Available Perks: 12 something and you don't 

receive credit for the attempt. 

Of course, that's probably the least of your worries at that 
point...! 

The highest-level Pickpocket Perks, Misdirection and Perfect 
Touch, allow you to steal equipped weapons and armor off of a 
creature. An excellent trick for a stealthy assassin, there are few 
more satisfying ways to take down a difficult foe than to strip them 
down to their underwear before stabbing them in the back... 

1-5. LIGHT FINGERS (5 RANKS) 

Rank 1 : Pickpocketing bonus of 20%. Item weight and value 
reduce pickpocketing odds. 

Requires: None 

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sITyrTm 


Rank 2: Pickpocketing bonus of 40%. Item weight and value 
^ reduce pickpocketing odds. 

Requires: Pickpocket 20, Light Fingers 1 

Rank 3: Pickpocketing bonus of 60%. Item weight and value 

reduce pickpocketing odds. 

Requires: Pickpocket 40, Light Fingers 2 

Rank 4: Pickpocketing bonus of 80%. Item weight and value 

reduce pickpocketing odds. 

Requires: Pickpocket 60, Light Fingers 3 

Rank 5: Pickpocketing bonus of 1 00%. Item weight and value 

reduce pickpocketing odds. 

Requires: Pickpocket 80, Light Fingers 4 

6. NIGHT THIEF 

+25% chance to pickpocket if the target is asleep. 

Requires: Pickpocket 20 

Night Thief makes pickpocketing a sleeping character much easier. 
Find out where your target sleeps, hide nearby, wait for nightfall, 
and then rob them at your leisure. Stacks with Light Fingers. 

7. CUTPURSE 

Pickpocketing gold is 50% easier. 

Requires: Pickpocket 40, Night Thief 

8. POISONED 

Silently harm enemies by placing poisons in their pockets. 
Requires: Pickpocket 40, Night Thief 


This is a good way of sapping an enemy's strength, and can 
kill many civilians outright. This is a great tactic for some Dark 
Brotherhood assassinations. 

9. EXTRA POCKETS ★ 

Carrying capacity is increased by 1 00 points. 

Requires: Pickpocket 50, Night Thief 
Increases your Max Carry weight by 1 00. This great for any 
character, especially if you've been neglecting your stamina when 
leveling up. 

10. KEYMASTER 

Pickpocketing keys always works. 

Requires: Pickpocket 60, Cutpurse 
Gold and items are great, but keys can be even better once you 
have access to a good Fence- go rob a well-to-do character's house 
while they're out, and the haul will often be worth far more than 
what they were carrying. If you need someone to fence your 
stolen goods, join the Thieves' Guild, or take the Speech skill's 
Fence perk. 

11. MISDIRECTION 

Can pickpocket equipped weapons. 

Requires: Pickpocket 70, Cutpurse 

12. PERFECT TOUCH 


Can pickpocket equipped items. 
Requires: Pickpocket 1 00, Misdirection 


< & TRAINING PART t : SKILL CONSIELIATIONS 

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Speech 


Speech allows you to 
haggle, bribe, persuade, 
and intimidate others to do 
as you ask. The higher your 
Speech skill, the better the 
prices you get when buying 
or selling items, and the 

Constellation: Path of Shadow 9 reater odds of success 
Available Perks: 13 at dialogue challenges. Your 

Speech skill doesn't require 

any special effort to raise: it increases naturally when you sell 
items to a merchant (based on the value of the item), or when 
you succeed at a Persuade or Intimidate challenge (based on its 
difficulty). 

1-5. HAGGLING (5 RANKS) ★ 

Rank 1 : Buying and selling prices are 1 0% better. 

Requires: None 

Rank 2: Buying and selling prices are 1 5% better. 

Requires: Speech 20, Haggling 1 

Rank 3: Buying and selling prices are 20% better. 

Requires: Speech 40, Haggling 2 

Rank 4: Buying and selling prices are 25% better. 

Requires: Speech 60, Haggling 3 

Rank 5: Buying and selling prices are 30% better. 

Requires: Speech 80, Haggling 4 

Haggling significantly improves the prices you get in shops, though 
with diminishing returns after the first rank. Even if you don't plan 
to focus on Speech, it's worth picking up the first rank of this perk. 


6. ALLURE 

1 0% better prices with the opposite sex. 

Requires: Speech 30, Haggling 1 

Allure allows you to get slightly better prices from some merchants. 
While this can add up over time, make sure to take advantage of it 
by finding merchants of the correct gender. Stacks with Haggling. 

7. BRIBERY 

Can bribe guards to ignore crimes. 

Requires: Speech 30, Haggling 1 

This perk allows you to bribe guards to overlook non-violent crimes. 
The crime doesn't go away, they just don't arrest you right now. 

If you're already a member of the Thieves' Guild, you can do 
this for free, so there's no need to spend a Perk on it. This is also 
unimportant if you're a law-abiding citizen of Skyrim. 

8. MERCHANT ★ 

Can sell any type of item to any kind of merchant. 

Requires: Speech 50, Allure 

The Merchant Perk makes the process of selling off your loot 
significantly faster, since you no longer need to visit multiple 
vendors to sell everything. 

9. PERSUASION 

Persuasion attempts are 30% easier. 

Requires: Speech 50, Bribery 

This perk increases your effective Speech score for the purpose of 
Persuade challenges. This is rarely necessary, although it can help if 
you find yourself struggling with them. 


10. INTIMIDATION 

Intimidation is twice as successful. 

Requires: Speech 70, Persuasion 
Like Persuasion, this Perk increases your effective Speech score 
for the purpose of Intimidate challenges. Also like Persuasion, it's 
rarely necessary, and there's no real reason to take both this and 
Persuasion, unless you have a strong roleplaying preference. 

11. INVESTOR 

Can invest 500 gold with a shopkeeper to increase his available 
gold permanently. 

Requires: Speech 70, Merchant 

Permanently increases the amount of gold that merchants have to 
trade with you. Coupled with the Merchant Perk, this makes it even 
easier to sell your loot to one just convenient merchant, reducing 
your downtime between quests. 

12. FENCE 

Can barter stolen goods with any merchant you have invested in. 
Requires: Speech 90, Investor 

If you're already a member of the Thieves' Guild, you may not 
need another Fence, although this will make it more convenient 
to sell stolen items as it increases the number of Fences you have 
access to. 

13. MASTER TRADER 

Every merchant in the world gains 1 ,000 gold for bartering. 
Requires: Speech 1 00, Fence 



Alchemy allows you to 
create potent potions 
and deadly poisons. Their 
effects are determined by 
the ingredients you use, 
but their potency is based 
on your Alch&my skill. Youj* 
skill increases when you 
discover a new ingredient 
effect or successfully craft a 
potion (based on the value of the potion). It also increases slightly 
if you attempt to craft a potion but fail- while you may lose the 
ingredients, the experiment is isn't a complete loss. 

The Crafting section, beginning on page 41, has extensive 
details about the Alchemy system, including a full list of ingredients 
and their effects. 

1-5. ALCHEMIST (5 RANKS) ★ 

Rank 1 : Potions and poisons you make are 20% stronger. 
Requires: None 

Rank 2: Potions and poisons you make are 40% stronger. 

Requires: Alchemy 20, Alchemist 1 

Rank 3: Potions and poisons you make are 60% stronger. 

Requires: Alchemy 40, Alchemist 2 

Ronk 4: Potions and poisons you make are 80% stronger. 

Requires: Alchemy 60, Alchemist 3 

Rank 5: Potions and poisons you make are twice as strong. 

Requires: Alchemy 80, Alchemist 4 


6. PHYSICIAN 

Potions you mix that restore Health, Magicka, or Stamina are 
25% more powerful. 

Requires: Alchemy 20, Alchemist 1 
Physician stacks with the Alchemist perks to make significantly 
more powerful restorative potions. 

7. BENEFACTOR 

Potions you mix with beneficial effects have an additional 25% 
greater magnitude. 

Requires: Alchemy 30, Physician 1 
Benefactor stacks with both the Alchemist and Physician perks, but 
improves a broader range of potions than Physician. 

8. POISONER 

Poisons you mix are 25% more effective. 

Requires: Alchemy 30, Physician 1 

9-11. EXPERIMENTER (3 RANKS) 

Rank 1: Eating an ingredient reveals first two effects. 

Requires: Alchemy 50, Benefactor 

Rank 2: Eating an ingredient reveals first three effects. 

Requires: Alchemy 70, Experimenter 1 

Rank 3: Eoting an ingredient reveals all its effects. 

Requires: Alchemy 90, Experimenter 2 
The Experimenter Perks allow you to learn more effects just 
by eating ingredients. If mixing and matching ingredients isn't 
something you're interested in, this can help you learn effects 
faster. . . but remember that there's a complete table of Ingredient 
effects in the Inventory section, and you don't need to learn an 
Ingredient's effects (in the game) in order to use it in a potion 
or poison. 


I3> Alchemy 



Constellation: Path of Shadow 
Available Perks: 1 5 


12. CONCENTRATED POISON 

Poisons applied to weapons last for twice as many hits. 

Requires: Alchemy 60, Poisoner 

Since poisons normally only last for one hit, Concentrated Poison 
effectively doubles the strength of all your Poisons. It's definitely 
worth taking if you use poisons frequently. 

13. GREEN THUMB ★ 

Two ingredients are gathered from plants. 

Requires: Alchemy 70, Concentrated Poison 
This perk effectively doubles the plant ingredients you have at 
your disposal. More ingredients means more opportunities to craft 
potions and poisons, which helps your Alchemy skill increase even 
faster. Unless you buy all your ingredients from shops, this is worth 
taking this as soon as possible. 

14. SNAKEBLOOD 

+50% Poison Resistance 

Requires: Alchemy 80, Experimenter 1 OR Concentrated Poison 
Increases your resistance to poison, which is helpful when fighting 
Falmer, Chaurus, or Frostbite Spiders. This stacks with any racial 
abilities you may have. 

15. PURITY 

All negative effects are removed from created potions, and all 
positive effects are removed from created poisons. 

Requires: Alchemy 100, Snakeblood 
Purity "cleans up" your Alchemy results, if they need it. You may 
be better off just finding a better combination of ingredients to 
achieve the effect you want, though. 





THE INVENTORY 


STEALTH SKILLS: THE PATH OF SHADOW 


f vS, 



:♦> TRANiNG 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



J®> Illusion 

Illusion Magic manipulates the 
minds of those around you, 
sending them into a frenzy 
or compelling them to flee 
in terror. Illusion also offers 
a number of useful spells for 
a stealthy character, such as 

Constellation: Path of Magic lnvisibilit V Dnd Muffle - Your 
Available Perks: 13 Illusion skill increases when 

you cast a useful Illusion spell 
on a valid target. For example, you don't get credit for casting Fear 
on a character that's immune to the spell, or Invisibility when no 
one is around to see you. 

Many Illusion Perks are designed to help you overcome the 
major limitation of Illusion magic: the level restrictions on who 
your spells can affect. See the Spell List for the individual level 
restrictions on each spell, and the Bestiary for a guide to identifying 
enemies by level. 

1. NOVICE ILLUSION ★ 

Cast Novice level Illusion spells for half magicka. 

Requires: None 

2. ANIMAGE 

Illusion spells now work on higher level animals. 

Requires: Illusion 20, Novice Illusion 
Illusion spells now affect animals up to 8 levels higher than the 
spell's usual limit. Stacks with all other perks. 


3. ILLUSION DUAL CASTING ★ 

Dual casting an Illusion spell overcharges the effects into an even 
more powerful version. 

Requires: Illusion 20, Novice Illusion 
Dualcasting more than doubles the duration of your Illusion spells, 
and allows them to affect targets twice as high as the spell's 
level cap would normally permit. This dramatically increases the 
effectiveness of all Illusion spells, especially until you begin taking 
other Perks in this school to raise those level restrictions. It also 
works well for the stealth-focused spells (Invisibility, Muffle), which 
could give you away if they wear off too early. 

4. APPRENTICE ILLUSION ★ 

Cast Apprentice level Illusion spells for half magicka. 

Requires: Illusion 25, Novice Illusion 

5. HYPNOTIC GAZE 

Calm spells now work on higher level opponents. Cumulative 
with Kindred Mage and Animage. 

Requires: Illusion 30, Novice Illusion 
Calm spells now affect enemies up to 8 levels higher than the 
spell's usual limit. Stacks with all other perks. 

6. KINDRED MAGE 

All Illusion spells work on higher level people. 

Requires: Illusion 40, Animage 

Illusion spells now affect people up to 1 0 levels higher than the 
spell's usual limit. Stacks with all other perks. 

7. ADEPT ILLUSION ★ 

Cast Adept level Illusion spells for half magicka. 

. Requires: Illusion 50, Apprentice Illusion 


8. ASPECT OF TERROR 

Fear spells work on higher level opponents. Cumulative with 
Kindred Mage and Animage. 

Requires: Illusion 50, Hypnotic Gaze 
Fear spells now affect enemies up to 10 levels higher than the 
spell's usual limit. Stacks with all other perks. 

9. QUIET CASTING 

All spells you cast from any school of magic are silent to others. 
Requires: Illusion 50, Kindred Mage 
A great choice for any stealth-focused character dabbling in 
magic, or any mage interested in stealth. With this Perk, you can 
cast spells like Fear or Frenzy while remaining hidden, or recast 
Invisibility if it wears off unexpectedly. 

10. RAGE 

Frenzy spells work on higher level opponents. Cumulative with 
Kindred Mage and Animage. 

Requires: Illusion 70, Aspect of Terror 
Frenzy spells now affect enemies up to 1 2 levels higher than the 
spell's usual limit. Stacks with all other perks. 

11. EXPERT ILLUSION ★ 

Cast Expert level Illusion spells for half magicka. 

Requires: Illusion 75, Adept Illusion 

12. MASTER OF THE MIND ★ 

Illusion spells work on undead, daedra and automations. 
Requires: Illusion 90, Rage OR Quiet Casting 

13. MASTER ILLUSION 

Cast Master level Illusion spells for half magicka. 

Requires: Illusion 1 00, Expert Illusion 



Conjuration 

Conjuration Spells allow you 
to raise the dead, summon 
creatures from Oblivion, draw 
powerful Bound Weapons 
from thin air, and trap the 
souls of your defeated 
foes. Your Conjuration skill 

Constellation: Path of Magic increases when V° u cost ° 
Available Perks: 16 Conjuration spell and use it 

effectively, such as sending 
your summoned creature into battle, doing damage with a bound 
weapon, or successfully trapping a soul. 

1. NOVICE CONJURATION ★ 

Cast Novice level Conjuration spells for half magicka. 

Requires: None 

2. MYSTIC BINDING 

Bound weapons do more damage. 

Requires: Conjuration 20, Novice Conjuration 


Improves the damage of bound weapons by 50%. If you use them, 
that's a noticeable improvement. 

3. CONJURATION DUAL CASTING 

Dual casting a Conjuration spell overcharges the spell, allowing it 
to last longer. 

Requires: Conjuration 20, Novice Conjuration 
Dualcasting increases the duration of your Conjuration spells, not 
their strength. This is useful if you raise undead frequently- you'll 
get more use from your zombies before they turn to ash- but it's 
less effective if you primarily conjure creatures, since you can always 
conjure them again if the battle is taking a long time to conclude. 

4. APPRENTICE CONJURATION ★ 

Cast Apprentice level Conjuration spells for half magicka. 

Requires: Conjuration 25, Novice Conjuration 

5-6. SUMMONER (2 RANKS) 

Rank 1: Can summon atronachs or raise undead twice as far away. 
Requires: Conjuration 30, Novice Conjuration 
Rank 2: Can summon atronachs or raise undead three times as 
far away. 

Requires: Conjuration 70, Summoner 1 


This perk allows you to summon Atronachs or raise undead at a 
distance. This tends to be less useful in the tight confines of many 
dungeons, but works very well outdoors, where you can "throw" 
an Atronach well out ahead of you and let it wreak havoc on your 
enemies before you even get close (or remain in cover and let your 
minion fight for you). 

7. SOUL STEALER 

Bound weapons cast Soul Trap on targets. 

Requires: Conjuration 30, Mystic Binding 
Casts Soul Trap on targets hit with your bound weapons. If you're 
interested in Enchanting and keep a ready supply of empty soul 
gems on hand, this is a great combination. But make sure you 
have a gem appropriate to the creature you're killing; don't trap 
that Skeever soul in your Grand Soul Gem. Check the Enchanting 
section for more information on Soul Gems. 

8. ATROMANCY 

Double duration for conjured Atronachs. 

Requires: Conjuration 40, Summoner 1 
Again, the duration of your conjured creatures is rarely an issue, 
since you can just resummon them if necessary. 




The Bidet Serous* V 

s k y rTm 




iii 


20 


TRAINING PARTI: SKILL CONSTELLATIONS 


9. NECROMANCY 

Greater duration for reanimated undead. 

Requires: Conjuration 40, Novice Conjuration 
Since undead disintegrate when your spell wears off, Necromancy 
significantly increases the effectiveness of these spells. For best 
results, take Conjuration Dual Casting and dualcast your spell for an 
even longer duration! 

10. ADEPT CONJURATION ★ 

Cast Adept level Conjuration spells for half magicka. 

Requires: Conjuration 50, Apprentice Conjuration 

11. OBLIVION BINDING 

Bound weapons will banish summoned creatures and turn raised 
ones. 

Requires: Conjuration 50, Soul Stealer 


Oblivion Binding works like a powerful Turn Undead or Expel 
Daedra spell. It's a good alternative to the single-target versions 
of those spells, since it works repeatedly and without any 
Magicka cost. 

12. DARK SOULS 

Reanimated undead have 1 00 points more health. 

Requires: Conjuration 70, Necromancy 
Increases the health of your undead, allowing you to squeeze more 
"life" out of them before they collapse. 

13. EXPERT CONJURATION ★ 

Cast Expert level Conjuration spells for half magicka. 

Requires: Conjuration 75, Adept Conjuration 

14. ELEMENTAL POTENCY ★ 

Conjured Atronachs are 50% more powerful. 

Requires: Conjuration 80, Atromancy 


Elemental Potency makes all Atronachs, including the top-tier 
Elemental Thralls, dramatically more powerful without increasing 
their casting cost. 

15. MASTER CONJURATION ★ 

Cast Master level Conjuration spells for half magicka. 

Requires: Conjuration 1 00, Expert Conjuration 

16. TWIN SOULS ★ 

You can have two atronachs or reanimated zombies. 

Requires: Conjuration 1 00, Dark Souls OR Elemental Potency 
Twin Souls allows you to have two summoned or reanimated 
creatures (or one of each) active at once. Add a Follower to your 
adventuring party, and few enemies will even be able to get close 
to you! 


4-5. AUGMENTED FLAMES (2 RANKS) 

Rank 1 : Fire spells do 25% more damage. 
Requires: Destruction 30, Novice Destruction 
Rank 2: Fire spells do 50% more damage. 
Requires: Destruction 60, Augmented Flames 1 

6-7. AUGMENTED FROST (2 RANKS) 

Rank 1 : Frost spells do 25% more damage. 
Requires: Destruction 30, Novice Destruction 
Rank 2: Frost spells do 50% more damage. 
Requires: Destruction 60, Augmented Frost 1 

8-9. AUGMENTED SHOCK (2 RANKS) 

Rank 1: Shock spells do 25% more damage. 
Requires: Destruction 30, Novice Destruction 
Rank 2: Shock spells do 50% more damage. 
Requires: Destruction 60, Augmented Shock 1 


£> Destruction 

Destruction Magic harnesses 
the elemental forces of fire, 
frost, and shock to obliterate 
your foes. This skill improves 
when you damage enemies 
with Destruction spells, based 
on the amount of damage you 
Constellation: Path of Magic do. You get the same increase 
Available Perks: 1 7 for killing a Frost Troll with 

one Fire Storm as for killing it 
with ten Lightning Bolts, and no increase at all if it the spell misses 
its target. 

In addition to its listed damage, each element has its own 
innate effect: Flame spells set your enemies on fire (doing damage 
over time), Frost spells slow your foes and sap their stamina, and 
Shock spells drain their magicka. 

1. NOVICE DESTRUCTION ★ 

Cast Novice level Destruction spells for half magicka. 

Requires: None 

2. DESTRUCTION DUAL CASTING ★ 

Dual casting a Destruction spell overcharges the effects into an 
even more powerful version. 

Requires: Destruction 20, Novice Destruction 
Dualcasting more than doubles the damage of your Destruction 
spells. This is a great choice, especially at early levels, where 
inflicting that extra damage with Flames or Frostbite often means 
the difference between life and death. 

3. APPRENTICE DESTRUCTION ★ 

Cast Apprentice level Destruction spells for half magicka. 

Requires: Destruction 25, Novice Destruction 


10. IMPACT 

Most destruction spells will stagger an opponent when dual cast. 

Requires: Destruction 40, Destruction Dual Casting 
Impact adds a stagger effect to most dualcast spells. Flames, 
Frostbite, and Sparks are not included in this set, so you can't 
stagger enemies at will, but this can still be a powerful effect, 
allowing you to slow an enemy who's trying to close with you, or 
giving you a chance to run if you find yourself overwhelmed. 

11. RUNE MASTER 

Can place runes five times farther away. 

Requires: Destruction 40, Apprentice Destruction 
Rune Spells allow you to create traps that enemies can trigger. The 
Rune Master Perk allows you to place them dramatically farther 
away, making it much easier to throw them into an enemy's path 
or place them near on existing trap (to create a "killing zone") 
without being detected. 


12. ADEPT DESTRUCTION ★ 

Cast Adept level Destruction spells for half magicka. 

Requires: Destruction 50, Apprentice Destruction 

13. INTENSE FLAMES 

Fire damage causes targets to flee if their health is below 20%. 
Requires: Destruction 50, Augmented Flames 1 
Sure, by the time this perk takes effect, your enemy was almost 
dead anyway- but watching a flaming foe run screaming off the 
edge of a cliff is just priceless. 

14. DEEP FREEZE 

Frost damage paralyzes targets if their health is below 20%. 
Requires: Destruction 60, Augmented Frost 1 
Deep Freeze paralyzes enemies near death, allowing you to kill 
them with impunity or turn your attention to more pressing threats. 
It often prevents a foe from completing their last attack (or two), 
which may be a lifesaver if your health is also low. 

15. DISINTEGRATE 

Shock damage disintegrates targets if their health is below 1 5%. 
Requires: Destruction 70, Augmented Shock 1 
Disintegrate effectively increases your damage output, instantly 
killing an enemy whenever your shock spells reduce their health 
below 1 5%. For pure efficiency, this is the best of the three 
low-health perks. 


16. EXPERT DESTRUCTION ★ 

Cast Expert level Destruction spells for half magicka. 
Requires: Destruction 75, Adept Destruction 

17. MASTER DESTRUCTION ★ 

Cast Master level Destruction spells for half magicka. 
Requires: Destruction 1 00, Expert Destruction 


£ 



4 




AVAGIC SKILLS: THE PATH OF SORCERY 




TRAN1MG 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 


Restoration 



Restoration spells 
shape life energy, 
allowing you to 
heal yourself and 
your companions, 
drive back the 
undead, and create 
protective wards. 

Your Restoration skill 
increases when you 
use these spells effectively: to heal damage, turn undead, or shield 
yourself in combat. It does not increase if you heal someone who is 
already at full health, or cast a Turn Undead spell when no undead 
are around. 


Constellation: Path of Magic 
Available Perks: 1 3 


1. NOVICE RESTORATION ★ 

Cast Novice level Restoration spells for half magicka. 

Requires: None 

2. REGENERATION ★ 

Healing spells cure 50% more. 

Requires: Restoration 20, Novice Restoration 
Regeneration makes all healing spells more effective. It has a 
low skill requirement, and is definitely worth taking early, when 
the concentration spell Healing may be your only restorative 
spell. Those few extra points of health a second can make all the 
difference during a particularly dangerous battle. 


3. RESTORATION DUAL CASTING 

Dual casting a Restoration spell overcharges the effects into an 
even more powerful version. 

Requires: Restoration 20, Novice Restoration 
Dualcasting doubles the effectiveness of some Restoration spells 
(Healing, Wards) and the duration of others (Turn Undead). But 
except in the most dire of circumstances, you're far more likely to 
want a weapon in your other hand than a second Restoration spell. 

4. APPRENTICE RESTORATION ★ 

Cast Apprentice level Restoration spells for half magicka. 

Requires: Restoration 25, Novice Restoration 

5-6. RECOVERY (2 RANKS) ★ 

Rank 1 : Magicka regenerates 25% faster. 

Requires: Restoration 30, Novice Restoration 
Rank 2: Magicka regenerates 50% faster. 

Requires: Restoration 60, Recovery 1 
A fantastic perk for any mage- after all, who can resist having 
more Magicka? It's also a fine choice for non-mages who still want 
to use magic occasionally, as it helps make up for the Magicka 
regeneration they miss out on by not wearing mage robes. 

7. RESPITE ★ 

Healing spells also restore Stamina. 

Requires: Restoration 40, Novice Restoration 
Respite is ideal for warriors, but less effective for a pure mage, 
since you may not use Stamina except when sprinting away. 

8. ADEPT RESTORATION ★ 

Cast Adept level Restoration spells for half magicka. 

Requires: Restoration 50, Apprentice Restoration 


9. WARD ABSORB 

Wards recharge your magicka when hit with spells. 

Requires: Restoration 60, Novice Restoration 
This perk allows your Wards to absorb 25% of the Magicka from 
incoming spells. This is handy if you use Wards extensively, as 
the additional Magicka helps to offset their cost and allows you to 
maintain them for longer. 

10. NECROMAGE 

All spells are more effective against undead. 

Requires: Restoration 70, Regeneration 
Necromage improves all of your spells, not just Turn Undead spells. 
Spells with a duration last 50% longer; spells with a magnitude 
are 25% stronger. So your Destruction spells now do 25% more 
damage to undead. 

1 1 . EXPERT RESTORATION ★ 

Cast Expert level Restoration spells for half magicka. 

Requires: Restoration 75, Adept Restoration 

12. AVOID DEATH 

Once a day, heals 250 points automatically if you fall below 
1 0% health. 

Requires: Restoration 90 

Effectively an "extra life", Avoid Death is a free, passive power 
that automatically activates to restore your health when you need 
it most. The Restoration skill requirement is steep, but if you can 
meet it, it's well worth your time. 

13. MASTER RESTORATION ★ 

Cast Master level Restoration spells for half magicka. 

Requires: Restoration 1 00, Expert Restoration 


8> Alteration 



Alteration spells manipulate 
the physical world and its 
natural properties. This 
school includes some of 
the best defensive spells 
available (the 'Flesh' 
spells), as well as a wide 
range of utility spells 
like Waterbreathing, 
Telekenesis, and Paralysis. 
Your Alteration skill increases when you cast a useful Alteration 
spell on a valid target. For example, you don't get credit for casting 
Oakflesh but never entering combat, casting Waterbreathing but 
never entering the water, or Detect Life if no one is around. 


Constellation: Path of Magic 
Available Perks: 1 4 


1. NOVICE ALTERATION ★ 

Cast Novice level Alteration spells for half magicka. 

Requires: None 

2. ALTERATION DUAL CASTING 

Dual casting an Alteration spell overcharges the effects into an 
even more powerful version. 

Requires: Alteration 20, Novice Alteration 
Dualcasting doubles the duration of most Alteration spells. 
Especially at early levels, this primarily affects the "Flesh" line of 
spells, so make sure you're using them frequently enough and 
really need that extra time before taking this Perk. 


3. APPRENTICE ALTERATION ★ 

Cast Apprentice level Alteration spells for half magicka. 

Requires: Alteration 25, Novice Alteration 

4-6. MAGE ARMOR (3 RANKS) ★ 

Rank 1 : Protection spells like Stoneflesh are twice as strong if not 
wearing armor. 

Requires: Alteration 30, Apprentice Alteration 
Rank 2: Protection spells like Stoneflesh are 2.5 times as strong 
jf not wearing armor. 

Requires: Alteration 50, Apprentice Alteration 
Rank 3: Protection spells like Stoneflesh are three times as strong 
if not wearing armor. 

Requires: Alteration 70, Apprentice Alteration 
The Mage Armor perks significantly increases the effectiveness of 
"Flesh" line of spells if you're not wearing any armor. If you're 
willing to commit to these spells as your primary means of defense, 
these perks are incredibly useful. But be sure you're willing to 
accept the "no armor" restriction before you invest in them. 

7-9. MAGIC RESISTANCE (3 RANKS) ★ 

Rank 1 : Blocks 1 0% of a spell's effects. 

Requires: Alteration 30, Apprentice Alteration 
Rank 2: Blocks 20% of a spell's effects. 

Requires: Alteration 50, Apprentice Alteration 
Rank 3: Blocks 30% of a spell's effects. 

Requires: Alteration 70, Apprentice Alteration 
These perks are a great way of boosting your defense against 
magic, either instead of, or in addition to, the Restoration line of 
Ward spells. This is a solid choice for any caster, and is especially 
good for Bretons, as it stacks with their racial magic resistance. 


10. ADEPT ALTERATION ★ 

Cast Adept level Alteration spells for half magicka. 

Requires: Alteration 50, Apprentice Alteration 

11. STABILITY 

Alteration spells have greater duration. 

Requires: Alteration 70, Adept Alteration 
Stability increases the duration of all Alteration spells by 50%. At 
this point in the Alteration tree, you may have begun to experiment 
with spells like Paralysis, where the longer duration can definitely 
make a difference. If you plan to use it extensively, or need even 
longer-lasting "Flesh" spells, it's worth taking Stability (and 
possibly Alteration Dual Casting as well) to get the most from 
each cast. 

12. EXPERT ALTERATION ★ 

Cast Expert level Alteration spells for half magicka. 

Requires: Alteration 75, Adept Alteration 

13. ATRONACH 

Absorb 30% of the magicka of any spells that hit you. 

Requires: Alteration 1 00, Expert Alteration 
This perk is worthwhile if you still find yourself running low on 
Magicka at high levels. 

14. MASTER ALTERATION ★ 

Cast Master level Alteration spells for half magicka. 

Requires: Alteration 1 00, Expert Alteration 



The 6;, dcr .Scrolls V 

SKY RlM 


TRAINING PART 1 : SKILL CONSTELLATIONS CHARACTER ARCHETYPES 


m 


22 


Enchanting 

Enchanting allows you to 
enchant your own magic arms 
and armor. Your Enchanting 
Skill increases whenever you 
enchant or disenchant an item 
(based on the value of the 
enchantment), and when you 
recharge an enchanted item. 
Constellation: Path of Magic yvhile initially more difficult to 
Available Perks: 1 3 level than Smithing or Alchemy, 

Enchanting is especially 

powerful in allowing you to maximize your potential with the right 
combination of enchantments. If you plan to explore Enchanting 
later in your adventure, it's worth disenchanting the magic items 
you find early on to build up your Enchanting skill and learn a wide 
variety of effects. You may also want to develop your Smithing 
skill to ensure you have a ready supply of weapons and armor to 
work with. See the Crafting section, beginning on page 41, for 
more details. 

1-5. ENCHANTER (5 RANKS) ★ 

Rank 1 : New enchantments are 20% stronger. 

Requires: None 


Rank 2: New enchantments are 40% stronger. 

Requires: Enchanting 20, Enchanter 1 
Rank 3: New enchantments are 60% stronger. 

Requires: Enchanting 40, Enchanter 2 
Rank 4: New enchantments are 80% stronger. 

Requires: Enchanting 60, Enchanter 3 
Rank 5: New enchantments are 1 00% stronger. 

Requires: Enchanting 80, Enchanter 4 
The Enchanter perks increase the strength of your Enchantments 
across the board, making weapons use fewer charges per hit, and 
armor enchantments more powerful. At +20% per rank, it's almost 
as effective as the other Enchanting Perks, and much more broadly 
useful. Take ranks in this whenever your skill level permits. 

6. SOUL SQUEEZER 

Soul gems provide 250 extra energy for recharging items. 
Requires: Enchanting 20, Enchanter 1 

7. FIRE ENCHANTER 

Fire enchantments on weapons and armor are 25% stronger. 
Requires: Enchanting 30, Enchanter 1 
The Fire, Frost, and Storm Enchanter perks enhance enchantments 
of their element. While these effects appear on both weapons and 
armor, they're most important on weapons, and as you only need 
one weapon at a time, you may want to take the Fire Enchanter 
perk early and save the other two for later. 


8. FROST ENCHANTER 

Frost enchantments on weapons and armor are 25% stronger. 
Requires: Enchanting 40, Fire Enchanter 

9. SOUL SIPHON 

Death blows to creatures, but not people, trap 5% of the victim's 
soul, recharging the weapon. 

Requires: Enchanting 40, Soul Squeezer 

10. INSIGHTFUL ENCHANTER 

Skill enchantments on armor are 25% stronger. 

Requires: Enchanting 50, Enchanter 1 

11. STORM ENCHANTER 

Shock enchantments on weapons and armor are 25% stronger. 
Requires: Enchanting 50, Frost Enchanter 

12. CORPUS ENCHANTER 

Health, magicka, and stamina enchantments on armor are 25% 
stronger. 

Requires: Enchanting 70, Insightful Enchanter 

13. EXTRA EFFECT ★ 

Can put two enchantments on the same item. 

Requires: Enchanting 100, Storm Enchanter OR Corpus Enchanter 
Extra Effect allows you to apply two enchantments to any 
item. Double-enchant everything you have, and you'll notice a 
tremendous leap in your power level! 



<$ CHARACTER ARCHETYPES $> 



The following sample characters are a rogues' gallery of battle-hardened adventurers, with races, skills, perks, and equipment chosen to maximize their effectiveness. They have titles like 
"Battlemage," "Berserker," or "Assassin," but these labels only describe their specialties; they don't appear in game. This is because you can literally create any type of character you wish, focus 
on any combination of Skills and Perks, carry and wield any weapon or spell - and choose any type of reaction to enemies and citizens of this world. But if this infinite flexibility leaves you feeling a 
little overwhelmed, the following Archetypes are a good place to start. 

While these Archetypes have been tuned to perform well at their specific style of play, you should feel free to adapt them to suit your particular skills or interests. They are here to aid you in 
understanding how the choices you make can affect your character, and guide you in developing an effective style of play. Remember to cross-reference the following information with the section on 
Skills, Perks, Items, and Followers for more information. * 

Character Archetype Legend 

Title: The style of play the character primarily exhibits. 

Race: The character's race; picked to accentuate the style of play. 

Gender: This has no effect on the character, aside from occasional citizen reactions. 

Statistic Focus: How to distribute the Health, Magicka, and Stamina bonuses you receive 
when leveling up. 

Primary Skills: Two key skills that govern the character's style of play; these should be 
raised as quickly as possible. 

Secondary Skills: Two other skills important to the character that should be developed 
heavily. 


Stone Ability: Which of the Stones of Power you should visit to receive an ability from. 

Essential Perks: The Perks most critical to the character's development; you should always 
purchase these as they become available. Once Essential Perks are purchased, consider 
buying other Perks from your Primary Skills, and then your Secondary Skills. 

Weapons: The type of combat this character is best suited to (such as melee, spells, bow 
and arrows). 

Armor: The type of outfits and/or armor you should seek out (or Craft). 

Follower: A Follower or Hireling that compliments this style of play. 

Archetype Advice: Useful tips and plans for progression as you explore Skyrim. 


$ 


4 


TRANIMG 


<g j MA GIC SKILLS: THE PATH OF SORCERY OVERVIE W ^ C^ > 

THE BESTIARY QUESTS 



THE INVENTORY 


TEAS OF SKYRIM 


APPENDICES AND INDEX 


rv 

\y The Warrior 

Race: Nord 
Gender: Male 

Statistic Focus: Health 60% / 

Stamina 40% 

Primary Skills: One-Handed, Block 
Secondary Skills: Light Armor, 

Archery 

Stone Ability: Warrior Stone 
Essential Perks: 

Armsman 
Fighting Stance 
Power Bash 
Disarming Bash 
Elemental Protection 
Agile Defender 

Weapons: One-Handed Weapon and Shield; Bow and Arrows for backup. 

Armor: Light Armor; with your Shield for defense, Heavy Armor will just weigh 
you down. 

Follower: You can command the attention of your foes in melee combat, so take a 
ranged Follower to maximize your damage potential. Marcurio and Jenassa are both 
good choices. 

ARCHETYPE ADVICE: 

As a Nord, you startwith bonuses to your most critical Skills, and Racial abilities that 
help you thrive in the thick of combat. 

Before each combat, quickly take stock of the area and decide where you want 
the fight to take place; give yourself enough room to maneuver, but don't let your 
enemies surround you. Your shield is useless against attacks from behind. 

Stand your ground and let the enemy come to you. Use your bow to fire off a few 
shots from range before switching back to a weapon and shield for melee combat 
(switch using Favorites). 

Hold the attention of your foes. If enemies begin to target your Follower, take them 
down quickly so your Follower can return to their own attacks. 

Don't hesitate to fall back if you feel like you're getting overwhelmed, or if enemies 
begin to flank you. A doorway or narrow hall won't leave you much room to 
maneuver, but it will ensure you only have to address one enemy at a time. 

If you do find yourself surrounded, invoke your Battle Cry Power to scatter your foes 
and give yourself a few seconds to recover and reposition. 

Master the rhythm of combat, and learn how to use your attack, power attack, and 
shield bash for greatest effect. 

One-Handed Perks like Armsman and Fighting Stance improve your damage output, 
but don't forget to take Block Perks as well: Power Bash, Disarming Bash, and 
Elemental Protection are all critical to taking full advantage of your shield's potential. 

If you can block attacks effectively, you won't take much damage, making Light 
Armor an efficient choice that allows you to remain mobile in combat. If you find 
yourself struggling, you can always switch to Heavy Armor instead. 

While you may not take many Perks in Archery, it's always a good idea to keep a 
bow on hand for pulling enemies or taking out a lone sniper. 

The Warrior Stone is a solid choice, helping three of your four major skills increase 
more quickly. 




Th.e Si'.dtr V 

so rTm 




J3> The Mage 


Race: High Elf 
Gender: Female 
Statistic Focus: Magicka 80% / 
Health 20% 

Primary Skills: Destruction, 
Conjuration 

Secondary Skills: Illusion, 
Restoration 

Stone Ability: Mage Stone 
Essential Perks: 

Spellcasting Rank Perks 
Destruction Dual Casting 
Augmented Flames, Frost, 
or Shock 
Summoner 



Elemental Potency 
Illusion Dual Casting 
Weapons: Spells 

Armor: Mage Robes. Always take the highest Magicka Regeneration rate robe you 
can find. Then look for more gear that increases your regeneration, adds to your total 
Magicka, or decreases the cost of your spells. 

Follower: Keep a heavily-armored warrior at your side to hold foes at bay. Vorstag 
and Lydia are both good choices, especially early on. 


ARCHETYPE ADVICE: 

As a High Elf Wizard, you'll have the 
highest starting Magicka of any race, 
and can maintain that advantage 
by focusing on Magicka bonuses as 
you level. 

When even that's not enough, call on 
your Highborn Racial power to sustain 
your casting in even the longest battles. 
Highborn is your lifeline; make sure 
it's your active Power (and a Favorite) 
unless you need to use something else, 
and switch back to it when you're done. 

Prepare for each battle by summoning a 
creature, then start the fight with your 
best Destruction spell from range. 

In combat, expect to spend most of 
your time casting Destruction and 
Restoration spells. 

Learn what each type of Destruction 
spell is best at and how to use them 
effectively. 

Take advantage of the spells' secondary 
effects; spray a room with flames to 
set your foes on fire, or hit a foe with 
ice from a distance to slow them down, 
allowing you to keep casting as they 
struggle to advance. 

When not dualcasting, keep a ward in 
hand to deflect blows and shield yourself 
from enemy spells. 

This is a powerful but fragile character; 
while you have plenty of Magicka to cast 
devastating spells, your health is low and 
your defenses are weak, putting you in 
serious risk if attacked directly. 


Let your Follower and summoned 
creatures distract enemies and soak 
up damage while you focus on taking 
out each foe in turn. If your summoned 
creature is destroyed, resummon it 
immediately. 

Keep a close eye on your Health and cast 
Healing or Fast Healing when needed, or 
drink a potion (remember you can tag 
Potions as Favorites). 

If an enemy closes to melee range, 
check their health and quickly decide 
whether to keep your Ward up and 
maintain your attack, or escalate by 
Dualcasting Destruction (fora quick 
takedown), Fear (to send them 
running), or Calm (so you can escape). 

When in doubt, remember that your 
robes are lighter than your enemies' 
armor. Sprint to make a clean getaway, 
or tactically retreat to put some distance 
between yourself and your foes so you 
have time to finish one more spell. 

Because of your low health and 
ever-increasing need for Magicka, 
you'll use potions at a faster rate 
than most other characters. For this 
reason, consider taking up Alchemy to 
supplement what you find in dungeons 
and save your gold. 

As with all mages, buy Spell Tomes! 

This should always be your top shopping 
priority. Join the College of Winterhold 
early for convenient access to all the best 
spell vendors. 

The Mage Stone is a solid choice for 
this character, allowing you to quickly 
increase your Skills and master a wide 
range of spells across all diciplines. 


2A 


TRAINING PARTI : CHARACTER ARCHETYPES 



The Archer 

Race: Wood Elf 
Gender: Male 

Statistic Focus: Health 80% / 

Stamina 20% 

Primary Skills: Archery, Sneak 
Secondary Skills: Light Armor, 

Block 

Stone Ability: Thief Stone 
Essential Perks: 

Overdraw 
Eagle Eye 
Power Shot 
Quick Shot 
Stealth 
Deadly Aim 

Weapons: Bow and Arrows; the best you can afford. Ideally, find a bow with a fire, 
frost, or shock enchantment for even more damage. Keep a One-Handed weapon 
for backup. 

Armor: Light Armor, for protection without sacrificing speed and stealth. 

Follower: For an aggressive choice, take Jenassa or Faendal. For a sturdier 
companion, try a warrior like Vorstag or Argis. 

ARCHETYPE ADVICE: 

As a Wood Elf, you excel at stealth archery, with bonuses in all your critical skills. 

If you spot an enemy, drop into a stealth crouch immediately, then creep closer and 
start the battle with a sneak attack for maximum damage. 

Use your bow exclusively to raise your Archery skill as quickly as possible. When 
rushed by an enemy, bash them with your bow, then back up and keep firing. 

Every single Archery Perk is worthwhile for the stealth archer; the real choice is not 
what perks to take, but when to take them. 

Always take Overdraw whenever your skill allows it. A 20% damage bonus per shot 
is justtoo good to pass up. 

Want more help lining up your shots? Take Eagle Eye and Steady Hand. 

Need to increase your damage output? Grab Deadly Aim and Power Shot. 

Don't neglect your Sneak skill, either. Practice sneaking up on even low-level 
enemies, or your skill may not be high enough to help you when it really matters. 

Take Light Armor to gain some protection .without sacrificing your ability to Sneak 
effectively. It also won't hamper your mobility as mucfT, allowing you to dodge or 
back away as you continue to fire at an especially persistent foe. 

Block is a good choice for another skill. While you can't take advantage of its Shield- 
specific perks, Power Bash and Disarming Bash work just as well with a bow, and 
give you an opening to make one last shot at point-blank range. 

Stat bonuses are less important for your character than most, since many of your 
foes will never make it to melee range. A high Health never hurts, but take a little 
Stamina as well to ensure you can bash when you really need to. 

When assaulting an outdoor Camp or Redoubt, find a nearby predator and use 
Command Animal on them. If your first shot isn't quite enough to take out the 
sentries, your new pet wolf or bear will probably do the job; or at least keep them 
at bay. 

The Thief Stone is a good match for the Sniper, helping your Sneak and Light Armor 
skills keep pace with your Archery and ensuring they remain effective. 



f3> The Berserker 

Race: Ore 


„ . . * - -- --- . 

Gender: Male 

,J§ 

Statistic Focus: Health 50% / 


Stamina 50% 


Primary Skills: Two-Handed, Heavy i 

i f/ -tK .4 V'V 

Armor 


Secondary Skills: Smithing, Block 


Stone Ability: Lord Stone 


Essential Perks: 


Barbarian 

Champion's Stance 


Juggernaut 

" ~ ■§ *■_ ' 

Well-Fitted 

Tower of Strength 

T I 


Power Bash 

Weapons: Two-Handed Weapon, the strongest you can find. 

Armor: Heavy Armor, for added defense. 

Follower: Find a melee Follower who can wade into combat at your side: Stenvar 
is an aggressive choice, while Belrand offers more versatility. When fighting in the 
wilderness, take along an animal companion as well; both Vigilance and Meeko will 
help distract your foes. 

ARCHETYPE ADVICE: 

As an Ore, you have solid skill bonuses and use of the deadly Berserk Power. 

Charge into combat and hit hard. Your attacks may be slow, but they connect with 
devastating force, staggering foes and dealing massive damage. 

Power Attacks are critical to using Two-Handed Weapons effectively, so boost your 
Stamina and take Perks that improve them, especially Champion's Stance. 

Your greatest risk is wading into the thick of combat and becoming surrounded. Keep 
a Follower and/or animal companion with you to divide your enemies' focus and 
keep their numbers manageable. 

If you do find yourself surrounded, invoke your Berserk power to increase your 
damage resistance and gain the damage bonus you need to carve a path through 
your foes. 

This is not a traditional berserker: Instead of hides and war paint, outfit your warrior 
in a full suit of heavy armor to offset the lack of a protective shield or spell. With the 
right Heavy Armor Perks, you can shrug off even the most powerful blows. 

The Lord Stone improves your defenses even further, allowing you to endure 
whatever your adversaries can throw at you. 

Remember that parrying an attack with your weapon counts as a block. While the 
shield-based perks in the Block constellation won't be of use to you, you can still 
take advantage of perks like Power Bash or Disarming Bash. 

Since your combat style relies exclusively on your weapons and armor, Smithing 
makes a great supporting skill, allowing you to forge and improve your own gear. 


4 


TRANfNG 


THE INVENTORY 


THE WARRIOR THE MAGE THE ARCHER THE BERSERKER 

THE BESTIARY QUESTS ATLAS OF SKYRIM 


APPENDICES AND INDEX 




B 


L The Spellsword 

Race: Dark Elf 
Gender: Female 
Statistic Focus: Health 40% / 

Magicka 30% / Stamina 30% 

Primary Skills: One-Handed, 

Destruction 

Secondary Skills: Light Armor, 

Illusion 

Stone Ability: Lover Stone 
Essential Perks: 

Armsman 
Fighting Stance 
Destruction Rank Perks 
Augmented Flames, Frost, 
or Shock 
Impact 

Agile Defender 
Weapons: One-Handed Weapon and Spell 
Armor: Light Armor for speed and mobility. For best results, look for enchanted 
armor that increases your maximum Magicka or Magicka regeneration rate. 

Follower: If you want a friend to absorb damage, find a warrior like Lydia or 
Vorstag. For a more ranged support, take Jenassa or Marcurio. 

ARCHETYPE ADVICE: 

As a Dark Elf, you may have to work a little harder to increase your One-Handed Skill 
(which doesn't start with a bonus), but your other Skills are an excellent fit. 

A Spellsword is all about flexibility, switching between weapons and spells as the 
situation demands, aggressively creating and exploiting enemy weaknesses. 

Use Destruction spells to soften up foes from a distance before they can close to 
melee range. Hit weaker enemies with fire spells to quickly cut down their health, 
use frost on stronger foes to slow their approach, and target mages with shock 
spells. 

In melee combat, your best defense is a good offense. 

Early on, spray Flames or Sparks with one hand while you hack away with your 
weapon; you'll be surprised at how quickly your enemies fall. 

As time goes on, staggering foes becomes increasingly important. Take Fighting 
Stance (which allows you to Power Attack more frequently) and Impact (to allow 
your spells to stagger enemies as well). 

Use your Ancestor's Wrath Racial Power to inflict even more damage in close combat. 

At later levels, Destruction's line of Cloak spells is more powerful, but Ancestor's 
Wrath may still be useful if you need to conserve Magicka. 

Although most of your attention will be on offense, learn a Ward spell for better 
protection when fighting Mages, or a "Flesh" spell (Oakflesh, Ironflesh, etc.) for 
an armor boost against hard-hitting warriors. Both will supplement your defenses 
without slowing you down. 

Try to balance your One-Handed and Destruction skills. If either falls too far behind, 
you may not be able to rely on it when you need it most. 

Don't neglect Light Armor Perks, either. Without a shield or the ability to block, 
you're reliant on your armor and spells for protection. 

Illusion spells like Fear and Frenzy are helpful at disrupting large groups of foes, 
allowing you to concentrate on each enemy in turn without becoming overwhelmed. 

Since your skills are so wide-ranging, the Lovers Stone is a good choice to help all of 
them advance quickly. If you notice any of them starting to fall behind, switch to a 
more specific stone (Warrior, Mage, or Thief) to balance them out again. 

m 


£> The Necromancer 

Race: Breton 
Gender: Male 

Statistic Focus: Magicka 70%/ 

Health 30% 

Primary Skills: Conjuration, Illusion 
Secondary Skills: Alteration, 

Restoration 

Stone Ability: Ritual Stone 
Essential Perks: 

Spellcasting Rank Perks 
Conjuration Dual Casting 
Necromancy 
Dark Souls 
Mystic Binding 
Mage Armor 

Weapons: Spells, Bound Weapons 
Armor: Mage Robes. Always take the highest Magicka Regeneration rate robe you 
can find. Then look for more gear that increases your regeneration, adds to your total 
Magicka, or decreases the cost of your spells. 

Follower: Bring a tough, high-damage Follower to create corpses you can resurrect. 
Stenvar or Ahtar are good choices. 

ARCHETYPE ADVICE: 

As a Breton, you have strong skill bonuses and a fantastic resistance to magic. 

Prepare for each fight by casting your best Flesh spell (Oakflesh, Ironflesh, etc.). 

Early on, this is expensive - you may want to wait a few seconds to let your 
Magicka recover - but it becomes less of an issue as your Magicka improves. 

Necromancy has one major drawback: you need fresh corpses to resurrect. When you 
approach a combat, quickly size up your options and decide how to proceed: 

If there are any dead bodies lying around, exploit them! Raise the corpse, and your 
new zombie will charge in ahead of you. 

Against a group of foes, try an Illusion spell like Frenzy. One enemy may well kill 
another, giving you fresh zombie material. 

Or conjure a hound weapon and attack. Work with your follower to quickly take 
down the first enemy, resurrect them, and then take on the remaining foes with your 
new ally. 

With only your Flesh spells to protect you, you're susceptible to damage in melee 
combat. If an enemy rushes you, use Illusion spells like Fear or Calm to stop their 
attack and escape, or conjure a Bound Weapon to quickly cut them down. 

When confronting mages, call on your Dragonskin Power to absorb their spells as 
Magicka and use it to power your own spells. For even more resilience, cast a Ward- 
combined with your innate magic resistance, this can make you almost invulnerable. 

If a battle is taking a long time to conclude, rush out into the center of the battlefield 
and invoke the Ritual Stone's Power to raise all the surrounding dead at once, 
creating a zombie army to quickly overrun your opposition! 

When combat has ended, your work has not- resurrect one final zombie before 
moving on. You never know what lurks around the next corner. 

As with all mages, buy Spell Tomes! This should always be your top shopping 
priority. Join the College of Winterhold early for convenient access to all the finest 
spell vendors. 

te 





Tr.t Sersi's V 

s T< y rT m 


TRAINING PARTI: CHARACTER ARCHETYPES 




nm \ 






The Assassin 


Race: Khajiit 

Gender: Female 

Statistic Focus: Health 60% / 

Magicka 20% / Stamina 20% 

Primary Skills: Sneak, One-Handed 

Secondary Skills: Alchemy, 

Pickpocket 

Stone Ability: Shadow Stone 
Essential Perks: 

Stealth 
Backstab 
Assassin's Blade 
Armsman 
Dual Flurry 
Dual Savagery 



Weapons: Dual One-Handed Weapons (move to daggers once you take Assassin's 
Blade). Keep a bow on hand for situations where no good stealth route is available, 
and for misdirecting foes. 

Armor: Light Armor, for protection without sacrificing speed and stealth. 

Follower: None. Or take a warrior such as Iona or Vorstag, but have them wait at 
a distance in case you need the backup. Stealth is tricky enough without having to 
worry about a Follower. 


ARCHETYPE ADVICE: 

As a Khajiit, you startwith the Sneak and One-Handed skills needed to be an 
effective assassin, and bonuses to your Archery, Alchemy, and Lockpicking skills for 
support. 

For you, every encounter is a puzzle waiting to be solved. If you spot an enemy, 
drop into stealthy crouch immediately, then look for a way to sneak up behind them 
for a lethal back-stab. 

When assaulting an exterior camp or ruin, you may have better luck at night, when 
the cover of darkness provides better concealment. Weather matters, too: a stormy 
night offers better concealment than a clear one. 

In dungeons, look for alternate paths and ways to get the drop on your foes. 

In Crypts and Catacombs, your high Sneak skill may allow you to slip past the Draugr 
without disturbing their rest. But don't hesitate to lash out with a preemptive attack; 
few things are more satisfying than ambushing a foe before they can ambush you. 

Sneak is your most critical skill. At early levels, it mayjte difficult to sneak up on an 
enemy without being spotted, but keep practicing! You'll be amazed at how well 
you can avoid detection once your skill is high enough. 

As an Assassin, you need a fast, powerful offense to cut down your foes before they 
can retaliate. Take Perks in One-Handed and Sneak to increase your damage output 
as much as possible. 

Alchemy is a great supporting skill; poisons make every strike count, while potions 
can restore your health and shore up your otherwise-fragile defenses. Don't forget to 
add both Potions and Poisons to your Favorites. 

Pickpocket is also worth exploring. With your high Sneak skill, you should have little 
trouble concealing yourself from townsfolk (which improves your odds of success). 

At low levels, you can pilfer items for a little extra gold or the occasional enchanted 
treasure. But the real reward comes at higher levels, where you can steal the 
weapons and armor off your foes before stabbing them in the back. 

Use your racial Night Eye Power whenever you want better visibility. This is ideal for 
a stealthy character; it is free, unrestricted, and absolutely silent. 

The Shadow Stone's Power gives you free use of Invisibility once per day. Even if you 
learn the Invisibility spell, this can still be useful, giving you a chance to disengage 
with foes and make your escape, or set up another sneak attack. 


U> The Battlemage 

Race: Imperial 
Gender: Male 

Statistic Focus: Magicka 60% / 

Health 40% 

Primary Skills: Destruction, 

Restoration 

Secondary Skills: Illusion, Heavy 
Armor 

Stone Ability: Apprentice Stone 
Essential Perks: 

Spellcasting Rank Perks 
Illusion Dual Casting 
Destruction Dual Casting 
Augmented Flames, Frost, or 
Shock 
Recovery 
Juggernaut 

Weapons: Spells, supplemented by staffs or a one-handed weapon as needed. 
Armor: Heavy Armor, ideally enchanted to increase your Magicka or Magicka Regen. 
Follower: As a spellcaster that can stand up to melee combat, almost any Follower 
can complement your skills. Belrand or Stenvar are both good choices for a more 
aggressive melee companion. 



ARCHETYPE ADVICE: 

As an Imperial, you have the right 
mixture of magic and martial skills 
needed to succeed as a Battlemage. 

Long a respected profession in Tamriel, 
the Battlemage combines the mage's 
power and versatility with a warrior's 
durability. Though magic is your 
primary focus, you can endure the 
rigors of melee combat if needed. 

As a Battlemage, you can choose your 
own approach to any combat situation: 

Use Destruction spells to blast foes 
from a distance, or pull them in, where 
you can switch to a Dualcast spell to 
finish them off. 

Use Restoration spells to sustain 
yourself or strengthen your allies. 

Use wards to protect yourself from 
Mages, while countering their 
elemental magic with your own. 

Use Illusion spells to weaken and 
disrupt groups of foes at range. 

Dabble in Conjuration to summon allies 
or raise the dead, or try Alteration for 
an even stronger defense in melee. 

Without the benefit of enchanted 
robes, your Magicka will regenerate 
far more slowly than a pure Mage's, 
severely restricting your spellcasting. 
You have options here, too: 

Take more Magicka bonuses when 
leveling up to increase your maximum 
Magicka. 

Invest in (or make) armor and items 
that fortify your Magicka or Magicka 
regeneration. 


Take Restoration's line of Recovery 
perks, which increase your regeneration 
rate. 

Draw on the Apprentice Stone's power 
to increase your Magicka regeneration 
rate, and offset the lower magic 
resistance with other items or wards. 

Keep staffs, scrolls, or a melee weapon 
as back-up, just in case. 

Destruction is your primary means of 
damaging your foes. Take new ranks in 
Destruction as they become available, 
as well as any other Perks you can use 
increase your damage output. 

Restoration provides you with magical 
wards to supplement your armor, and 
healing spells to sustain yourself and 
your allies. 

Illusion spells allow you to disrupt 
larger groups of foes, and to fortify 
your companions in battle. 

Heavy Armor is what sets a Battlemage 
apart from any other wizard. While the 
Juggernaut perks are important, you 
will probably need to put spellcasting 
rank Perks ahead of the other Heavy 
Armor perks. 

If you find yourself surrounded, don't 
forget to use your Voice of the Emperor 
ability to pacify nearby foes, giving you 
time to make a tactical retreat. 

You might also consider a different 
race: A Breton Battlemage can take the 
Apprentice Stone with less of a penalty 
due to their innate magic resistance, 
while a High Elf Battlemage will have a 
higher starting Magicka and the benefit 
of their racial Highborn ability. 



IRANI NG 


— <g j [HE 5PELLSWQRD THE NECROMANCER THE ASSASSI N THE BATTLEMAGE £ §> 

THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 





p, 

The Weaponmaster 

Race: Redguard 
Gender: Female 
Statistic Focus: Health 60% / 

Stamina 40% 

Primary Skills: One-Handed, 

Heavy Armor 

Secondary Skills: Archery, 

Enchanting 

Stone Ability: Steed Stone 
Essential Perks: 

Armsman 
Fighting Stance 
Dual Flurry 
Dual Savagery 
Juggernaut 
Well Fitted 

Weapons: Two One-Handed Weapons (Dual-Wielding), Bow and Arrows for backup. 
Armor: Heavy Armor for maximum defense. 

Follower: You can hold your own in melee combat, so bring a ranged follower like 
Marcurio or lllia for ranged support. 

ARCHETYPE ADVICE: 

As a Redguard, your One-Handed skill bonus is magnified by a dual-wielding combat 
style, making you a whirlwind of destruction in close combat. 

Choose how to address each battle. 

In some cases, you may be better off rushing your foes to engage them as quickly as 
possible, before they can ready their defenses. 

At other times, you may want to find a defensible position (such as a doorway or 
higher ground) and let your enemies come to you. Use a bow to draw your foes to 
you, then switch back to your weapons as your foes close in. 

Attack relentlessly. One-Handed Perks like Dual Flurry allows you to strike more 
quickly, while Dual Savagery improves the strength of your Dual Power Attack. 

Since you can't block while wielding two weapons, take Heavy Armor for the extra 
defense; you'll appreciate the additional resilience in combat. 

Enchanting is especially effective for a dual-wielding warrior, since you can apply a 
different enchantment to each weapon; or double up for a stronger effect. You may 
also want to consider Smithing to forge and improve your own weapons and armor. 

Early on, the Steed Stone is a great choice for offsetting the weight and movement 
penalties of Heavy Armor. If you decide to take Heavy Armor's Conditioning Perk, 
switch to the Lord or Lady Stones for more active combat bonuses. 

Don't forget about your Adrenaline Rush Power, which can rapidly refill your Stamina 
during an extended battle, allowing you to sustain a flurry of power attacks. 

3^ i 




| 3 > The Rogue 


Race: Argonian 
Gender: Female 
Statistic Focus: Health 40% / 

Magicka 40% / Stamina 20% 

Primary Skills: Sneak, Illusion 
Secondary Skills: Archery, 

One-Handed 

Stone Ability: Serpent Stone 
Essential Perks: 

Stealth 

Illusion Rank Perks 
Illusion Dual Casting 
Quiet Casting 
Overdraw 
Armsman 

Weapons: Spells, Bow and Arrows, One-Handed Weapon for backup. 

Armor: Light Armor, ideally with enchantments to improve your Magicka or Magicka 
Regen. 

Follower: Seek out a stealthy archer like Jenassa or Faendal. 


ARCHETYPE ADVICE: 

As an Argonian, your natural abilities skills provide a solid foundation for a stealthy 
character, though your magic skills will take a little more time to build up. 

The Rogue is a hybrid mage-thief. Less narrowly focused than most of the other 
archetypes, it offers a great deal of versatility, and is a fun choice if you enjoy toying 
with your enemies instead of assaulting them directly. 

When you spot a foe, drop into a stealthy crouch and creep closer to assess the 
situation. You have a range of options at your disposal: 

Cast Invisibility and Muffle and sneak past your foes undetected. 

Cast Frenzy or Fear to disrupt and disorient them. 

Fire a well-placed arrow to catch a foe's attention and lure them into a trap. 

Snipe a foe from range, starting combat with a devastating sneak attack. 

Creep closer and backstab for maximum damage. 

Once combat begins, don't hesitate to attack with bow or blade. If you want to take 
on a foe directly, draw a second weapon to deal even more damage. 

If you feel yourself getting overwhelmed, pull out an ace: 

Cast Fear to send your enemies running, then pelt them with arrows as they flee. 

Cast Calm to stop combat for a moment, giving yourself time to quaff a potion or 
make a tactical retreat. 

Call on the Serpent Stone's Power to paralyze a foe and take them out of the fight 
completely. This gives you time to heal, deal with other enemies, or slaughter the 
now-helpless foe at your leisure. 

Your Histskin Power is an amazing racial ability, capable of pulling you back from the 
brink of death. Give it a few seconds to do its work, then wade back into the thick 
of combat. 

With such a wide array of tactics at your disposal, you can find a solution to any 
challenge. Focus on the core improvement perks for each skill (Stealth, Illusion 
Ranks, Armsman, and Overdraw) to make sure each tactic remains viable, then 
branch out depending on what seems most useful to you. 

If you have any perks left over, explore Lockpicking or Pickpocket to take advantage 
of your racial skill bonuses and complete your stealthy arsenal. 



The 6j»de; Scroll* V 

s“ky rIm 






TRAINING PART 1 : CHARACTER ARCHETYPES 


<$ TRAINING PART 2: 

COMBAT, DEVELOPMENT, AND CRAFTING 

This section explores the vast array of actions and activities you can perform in Skyrim. Advice is given on how to improve your character as you level up, 
crucial tactical details on all facets of combat and exploration (indudeing Shouts) are provided, and Crafting systems are explained in detail. 



Leveling Advice 

Tactically Level Up 
during a particularly 
frightening combat , 
as shown. 

As your skills increase, you 
gradually make progress 
towards gaining a level. There 
are several aspects of this 
process worth taking a closer 
look at: 

Improve what you use: The Skills you use will improve naturally as you use them. There 
is no need to go out of your way to improve a skill you never plan to use; this doesn't level 
your character any faster, and won't make your character any stronger or more effective. 


Use what you improve: When selecting perks, be sure you're ready to take full 
advantage of them. For example, don't purchase Adept-level Magic Perks until you have 
Adept-level spells to cast. Don't take Enchanting Perks unless you're planning on Enchanting 
something in the immediate future. 

Patience and Perks: If you aren't sure which perk to choose when you Level up, or find 
yourself a few Skill points away from a perk you really want, it is usually better to save the 
choice for later. This gives you more flexibility and allows you to change your mind. Remember, 
once you select a perk, you can't take it back! 

Tactical Leveling: Leveling up fully restores your Health, Magicka, and Stamina. This can 
literally save your life if you find yourself bereft of potions during a difficult battle. For example, 
if you gain a level while exploring a dungeon, you may want to wait and level up during the 
final (or most difficult) fight. Conversely, there's no point in hoarding Levels; once you begin 
leveling up, you must claim all of the levels you've earned. 



COMBAT IMPROVEMENT 


By now, you should have skills that aid you in dispatching enemies through melee, ranged, or 
magical attacks. This section offers advice on maximizing your combat potential no matter how 
you decide to fight your foes. 

£> General Advice 

Don't overlook your 

Shout or Powers ; 
they can win the fight 
for you! 

As you set off to explore 
the realm, you may be 
overwhelmed with the choices 
you can make. But remember 
this following sage advice, and 
you'll thrive in the wilds of Skyrim! 

Conserve your Resources: Your three statistics - Health, Magicka, and Stamina - are 
all resources you need to conserve. If you sprint into battle (using Stamina), recast your spells 
right before heading into battle (Magicka), or push on after a difficult battle without pausing 
to recover your Health, you're at a disadvantage. Stop and wait for a moment (optionally 
swigging down a potion) to ensure all three stats have recovered fully before you continue. 

Remember your Shouts and Powers: While most of your attention will be on the 
weapons, spells, or shield in your hands, remember that you have a third option at your 
disposal. Shouts and Powers are among your most devestating abilities: they don't cost 
anything to use, and they can dramatically turn the tide of battle in your favor. Make sure to 
Favorite them, and always know which one you have equipped. Then call on them whenever 
you need a some additional offensive firepower. 

Consumable Consumption: Do you find yourself struggling against a particularly 
troublesome set of foes? Then stop, rummage around in your inventory, and see if you have an 


item that might help. This could be a healing or fortifying potion, a poison for your weapon, or 
a Scroll with a powerful magic effect. Don't hoard scrolls; use them! 

Active Effects: It's easy to forget about the Brain Rot you contracted a few hours ago, or 
not to notice when a blessing or buff has worn off. Check the Active Effects list in the Magic 
menu every so often to ensure you know what is ailing or enhancing you. 

The Favorites Menu: Discussed later in this chapter, the Favorites Menu not only allows 
you to quickly switch between weapons and spells, but opening it also pauses time without 
blocking your view, giving you time to consider your next move. 

Save Early. Save Often! Although the game saves your progress automatically, it's always 
prudent to make a save before trying something dangerous, like running down a hallway lined 
with swinging blades or investigating that ominous-looking tomb. ^ 

Tuning in the Difficulty: The System > Settings > Gameplay menu allows you to change 
the game's difficulty at any time - even during combat - which you should try if you're really 
struggling, or you're having too easy a time. Adjust this to suit your preferences. 

£> Melee Combat 

T o maximize your potential in melee combat, choose a weapon you like, learn its rhythm, 
improve the associated perks, and try to find (or forge) the most potent version of it that you 
can. If you have problems effectively bringing down foes, be sure you know how to respond to 
and counter their attacks. 

Choose your weapon: Early in your adventure, try out a variety of weapons and combat 
styles and see what works best for you. Do you prefer one or two-handed weapons? If you 
enjoy wielding a one-handed weapon, do you want a shield, spell, or another weapon in your 
free hand? Then figure out whether daggers (fast, lowest damage), swords, axes, or maces 
(slow, highest damage) are your favorite. By learning what you're most comfortable wielding, 
you can choose the perks that compliment that style. 



i 


TRANiMG 


— C 

THE INVENTORY 


CHARACTER ADVANCEMENT COMBAT IMPROVEMENT 

THE BESTIARY QUESTS ATLAS OF SKYRIM 


APPENDICES AND INDEX 






The Rhythm of Combat: Once you've settled on a weapon or combat style, practice your 
tactics. Remember that you and your opponent have a regular Attack, a Power Attack (holding 
the attack button down for a slower but more damaging strike), Block (raising your shield or 
weapon to deflect an enemy blow), and Bash (hitting your foe with a shield or the flat of a 
weapon). Try to get a feel for how long it takes you to perform these actions with your chosen 
weapon, and how long it takes for your enemies to do the same. As your sense of timing 
improves, you can better decide whether to attack or defend during a fight, and choose your 
tactics more strategically. 

Observe and Counter: Combat involves more than just attacking. You can take down 
enemies faster and more effectively by observing their actions and choosing the appropriate 
counter. 


Block if your enemy uses 
a regular attack. 


Bash if your enemy uses 
a Power Attack to quickly 
interrupt and stagger them. 


Power Attack if your 
enemy is blocking to break 
their block and stagger them. 


Attack swiftly if your 
enemy is staggered to cut them 
down. 



Wearing a Cloak: The Destruction line of Cloak Spells (Flame, Frost, and Lightning) are ideal 
if you plan to engage in close combat - even if you're primarily a warrior with little interest in 
magic - as they allow you to damage enemies with both your weapons and the cloak's magical 
effects, without requiring much attention (or Magicka expenditure). Cloak Spells also don't 
damage your Followers, so there's no need to worry in close quarters. 

& Ranged Combat 

A Dragon Attack: If you 
only focus on melee 
combat , your options 
against Dragons are 
limited. 

Whether you're an 
accomplished archer or learning 
how to fire an arrow for the 
first time, it's always worth 
keeping ranged combat in mind 

AA The SfidcrScrs.:* V 

w s l< Y R 1 M 



The Backup Bow: It always pays to keep a bow and some arrows on hand, even if you 
don't plan on specializing in it. You never know when you might encounter a dragon or need to 
soften up a particularly difficult foe from range. 

Arrow Gathering: Be sure to grab arrows at every opportunity. Since they have no 
weight, there's no reason not to take and keep every arrow you can find. There's nothing more 
frustrating than running out of arrows in the middle of a dungeon, especially if you're focused 
on Archery. 

Remember to Bash: Don't forget that you can Bash with your Bow. This usually gives you 
enough time to fire off one more shot, or to sprint away while your enemy recovers so you can 
line up and fire again. 

Perks of Power: Archery Perks have a significant effect on your ranged combat repertoire, 
giving you the ability to zoom in, slow time, and stagger enemies after a successful hit. Just 
relying on Archery can be a very satisfying way to play; and also makes hunting certain skittish 
animals, such as Elk and Deer, a lot easier. 

Ranged Combat Only: Rarely, you may encounter a foe that can't be reached by melee 
weapons. On these occasions, a bow and arrow is imperative, unless you have a ranged spell. 

^ Combat Tactics 

Get the Gear: Be sure you're searching for the correct gear. If you plan to focus on 
Archery, Dual-Wielding, or another aggressive combat style, then offense is your best defense: 
Look for enchanted weapons and armor that increase your damage-dealing potential. It is often 
worth wearing a "weaker" piece of armor if it carries an enchantment that helps your damage 
output. 

Prepare Poisons: Poisons are a great way of quickly increasing your damage potential. 
Keeping some poisons on hand (via Favorites) is an excellent way to deal with mages using 
Wards, or heavily-armored warriors: Even if your weapon doesn't strike for maximum damage, 
the poison will. 

Speed and Sidestepping: Use speed to your advantage. When wearing Light Armor or 
Robes, you're more agile than most of your opponents. This allows you to sidestep their Power 
Attacks (and then counter), or to sprint away if you need some space to recover and regroup. 

Staggering Attempts: A staggered enemy is much easier to cut down with a flurry of 
attacks. Power Attack and Bashes stagger most foes, but look for other effects that can achieve 
this too, such as the Unrelenting Force Shout. 

Magic-based Combat 

The dead rise again: 

There's something 
satisfying about raising 
recently-slain enemies 
to attack their own! 

The five schools of magic offer 
a wide range of offensive and 
defensive spells to help crush 
your foes, shield yourself, or 
augment other combat styles. 

The blended approach: In Skyrim, you don't have to be a "pure" mage to enjoy 
spellcasting. Any warrior can benefit from a conjured ally, healing spell, or elemental cloak, and 
thieves can especially appreciate the benefits of Invisibility. Even if you don't plan to focus on 
magic, look for spells that can enhance your combat style. 

Spell-casting Rank Perks: Each school of magic has a series of "Rank" Perks (Novice, 
Apprentice, Adept, Expert, and Master) that dramatically decrease the cost of Spells from that 
school. These Perks are critical to your ability to use Spells from that school effectively, and 
should be a top priority for any serious mage. 

Offensive Spells 

Know your Area of Effect: Many spells damage anything in a wide area. While you 
can't be hurt by your own spells, your Followers can be, so use them with care to avoid any 



TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING 


Wiilii 


unintended consequences. On the other hand, if your only Follower is a summoned Atronach, 
use spells that match their element at will, since they're immune to them. 

Set your own Traps: Rune Traps allow you to turn the environment to your advantage. 
Set one in a narrow space enemies will have to run through, or drop one in a hall you can 
retreat past if a combat goes poorly. In a pinch, you can also cast them directly at an enemy, 
although your other spells are much more cost-effective. 

Raising the Walls: Though initially somewhat weak, Wall spells become dramatically 
more powerful at higher levels. Cast them at the feet of a waking Draugr to kill them before 
they can finish standing up, or back down a hall as you cast a wall out in front of you; as any 
enemies that advance will blindly race through your death zone. 

Conjuring up companions: Be sure to summon a creature or raise a zombie before 
heading into any major battle. When summoning a creature, pick the one that's best for your 
situation; do you need the ranged offense of a Flame Atronach, or the melee toughness of a 
Frost Atronach? When raising a zombie from those you've recently slain, pick someone you 
haven't looted already; even zombies are more powerful when well-armed and armored. 


Draw out your foes: Enemies leave their posts to investigate sounds, such as an arrow 
impact. Place your shot carefully, and you can draw them out into the open, giving you a 
chance to perform a Sneak attack, fire a second arrow (this one into the enemy himself), or 
slip by undetected. 

Lure foes into traps! For an even more devious twist, shoot an arrow near a trap, and 
the enemy that goes to investigate may blunder into it and set it off. Combine this with a 
well-placed Rune Trap spell to create your own kill zones! 

NOTE Finishing Moves: Spectacular and usually gruesome, every 
melee weapon you carry has a finishing flourish you con inflict 
on an enemy at the end of a fight. Although there's no guarantee of executing 
one, your best bet for seeing one is to perform a Power Attack on the lost enemy 
in a battle. Most importantly, there is no tactical advantage to performing one 
either (they don't inflict more damage, for example). But they are viscerolly 
more satisfying! 


Defensive Spells 

Know your defenses: Both the Restoration line of Ward spells and the Alteration line of 
Flesh spells offer defensive options for spellcasters. Wards require concentration (tying up a 
hand) and have a per-second cost, but are more effective against Spells. Flesh spells have a 
higher initial cost, but don't require concentration. Use Wards when fighting mages, Flesh spells 
against melee foes, or both in large or mixed combats where you need the extra protection. 

Be ready with Healing: There are a variety of healing spells to choose from; some heal 
a large amount of Health at once, others heal over time at a reduced cost. Most heal only you, 
but some can heal your Followers as well. Learn a variety of these spells (and flag each of 
them as Favorites) to be prepared for any situation. 

Learn spells for specific situations: Delving into a Draugr Crypt? Then pick up a Turn 
Undead or Detect Dead spell. Exploring a shipwreck? Then grab Waterbreathing to make your 
diving stress-free. Whatever your need, you can probably find a spell to make your exploration 
easier or more entertaining. 


Stealth-based Combat 



A stab in the dork ( and the bock): Stealthy adventurers seek to slay any 
foe with a swift attack their enemies never see coming. 


For those who lurk in the shadows, hoping to sneak past their enemies (or a watchful guard) 
undetected, or waiting for an opportunity to leap out and assassinate their hapless foes, you'd 
do well to heed the following advice: 

Gain the right perspective: It's dramatically easier to Sneak using third-person view, since 
you can see patrolling enemies more easily than in first-person. 

Stay Hidden: Line of sight is by far the biggest factor in determining whether an enemy 
can see you. Stay hidden behind walls or cover to remain out of sight. And it goes without 
saying that using Stealth Mode (crouching) is imperative. 

Seek magical aid: Invisibility and Muffle conceal you from your enemies' sight and 
hearing, making it much easier to sneak by unnoticed. Learn these spells, collect Invisibility 
potions, and look for Muffle-enchanted gear to improve your chances of a successful stealth 
experience. Then give the same augmentations to your Followers. Otherwise, lurk alone. 


££> Choosing Favorites 

The Favorites System means less time spent rummaging through your inventory and more 
time spent in battle. It allows you to rapidly swap between your preferred weapons, spells, 
and outfits more easily, and to quickly ready a power, potion, or scroll when the need arises. 
Because it takes the hassle out of managing your inventory, it also helps you fight more 
effectively: you won't hesitate to change your gear when you can do so in a matter of seconds. 

TIP The Favorites menu also allows you to hotkey the items you use 
most frequently. Console players can press Left or Right to to tag an 
item; PC players can press a number (1-8). Then press that button in game to 
use or switch to thatitem instantly! 


Here is some additional advice on selecting the most effective Favorites: 


Melee combat: Make sure to keep your weapon (or weapons) of choice in your Favorites 
menu. If you use a one-handed weapon, tag a shield as well. If you have enchanted weapons 
that you only use occasionally (such as weapons with Soul Trap or Paralyze enchantments), 
those are good choices as well. 

Ranged combat: Always keep a bow in your Favorites list- even mages may need to 
fall back on it when battling dragons. If you're primarily focused on Archery, you may want to 
Favorite specific types of arrows as well- your weakest for dispatching standard enemies, and 
your bestfor dragons or a particularly dangerous boss. 


Spellcasting: Make sure to tag your favorite offensive and defensive spells, including your 
best Healing spell. Warriors should tag a Cloak spell to make sure they remember to cast it; 
Thieves should tag Invisibility and Muffle, and Mages should tag all the key elements of their 
arsenal. 

Shouts and Powers: Don't forget to add Shouts and Powers to your Favorites list! Your 
Racial Power and Standing Stone Power are both essential. Also make sure to tag the Shouts 
you use most frequently. 



Armor and Outfits: Depending on your play style, you may find it helpful to Favorite 
armor or sets of clothing as well. Thieves in particular may find it useful to Favorite a set of 
armor or clothing to use when sneaking- and another to switch back to if you're discovered! 

Items: Tag a set of healing potions as a Favorite so you can quickly swig them in combat 
without frantically fiddling with the Inventory during a fraught battle. Warriors may want to do 
the same with stamina potions, and Mages with magicka potions. 


Activities: Don't forget to Favorite items depending on your current activity. If you're 
exploring a dungeon, you may want to Favorite a torch or staff for light. When hunting for a 
hidden treasure, Favorite the treasure map for quick reference. 


-<^r 


COMBAT IMPROVEMENT 


> 



& TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 


The fiords hove long practiced a unique, spiritual form of magic known os "The Woy of the Voice", fiords consider themselves to be the children of the sky, ond the breath and the voice of o fiord 
is his vital essence. Through the use of the Voice, this power con be articulated into o thuum, or shout. Shouts con be used to sharpen blades, strike enemies at o distance, or command time itself 
to stand still. Masters of the Voice ore known os Tongues, ond their power is legendary. The most powerful Tongues cannot speak without cousing destruction, ond must remain gagged at oil times, 
communicating through sign language ond the scribing of runes. 


NOTE The Words of Power used in Shouts are actual words from the 
ancient language of the Dragons-- for example, the Kyne's 
Peace Shout invokes the Words for 'Kyne J 'Peace' trust'. You will learn these 
Words in context horn ancient inscriptions found on Word Walls throughout 
Skyrim. To leorn more about the meaning behind these words, and to read 
translated versions of the inscriptions, see The Language of Dragons, beginning 
on page 645. 


JJ> The Rule of Thu 'um 

A Shout is the utterance of one or more Words of Power in order to achieve a specific magical 
effect. Each Shout has a unique effect, such as summoning or commanding a creature, striking 
foes with a blast of force to stun or disarm them, or calling down a powerful lightning storm. 
These should be seen as powerful special abilities and used frequently; as the Dragonborn, you 
have an incredible gift that few heroes have ever possessed! 

There are some important general points to remember regarding Shouts: 

Each Shout consists of three Words of Power. 

You will learn the vast majority of these Words by absorbing them, one at a time, from 
Word Walls found throughout Skyrim. A few Shouts are also taught to you during the Main 
Quest, mostly by the Greybeards of High Hrothgar. You always collect Words of Power in the 
order of the three-word final phrase, so it doesn't matter which Word Wall you visit first. 

After you learn a Word, you must unlock it, which requires a Dragon Soul. You can only 
obtain Dragon Souls by slaying dragons. Since the return of the dragons only begins in earnest 
after Main Quest: Dragon Rising, you must complete that quest in order to begin unlocking 
Words and using Shouts. 

You need one Dragon Soul for each Word you want to unlock. You can begin using a 
Shout after learning and unlocking only its first Word, but each additional Word allows you to 
invoke a more powerful version of the Shout. 

Do you know all three Words for five Shouts? Then you'll need to slay and absorb the 
souls of fifteen dragons to fully unlock them all. That's a tall order, ^o consider carefully which 
Shouts you really need, and spend your Dragon Souls wisely. For example, the Aura Whisper 
Shout (which tracks the movement of a foe) is great for an assassin, but is less useful for a 
berserker who simply charges into the fray. 

Shouts can be added to your Favorites, making switching between them (and employing 
them for different situations) quick and easy. 

Each Shout has up to three levels, corresponding to the Words of Power you've unlocked: 

Level 1 : Tap the button. One word. Exhale. This is the weakest Shout, but takes the 
shortest amount of time to recharge. 

Level 2: Briefly hold, then release the button. Two words. Inhale, then exhale. This is the 
mid-level shout. 

Level 3: Hold the button. Three words. Inhale, inhale, then exhale. This is the highest 
level shout, and the most powerful, but takes the longest to recharge. 

The longer you hold the Shout button, the more powerful the shout. When you bellow a Shout, 
you drain your Thu'um (Shouting power), which slowly rebuilds across your compass. When the 
compass changes from a pulsing blue back to its regular grey, you can Shout again. 

TIP If you don't have (or haven't unlocked) all three Words, holding the 
button uses the strongest shout you've unlocked. 


# The 7 

sITyrTm 


A Shout Example: Frost Breath 

You begin by learning "Fo" 

(Frost), the first Word of this 
Shout, from a Word Wall. 

After scouring the lands for the 
second syllable "Krah" (Cold), 
and third syllable "Diin" 

(Freeze), you spend three 
Dragon Souls to unlock all 
three Words. You can now use the weak, average, or strong version of this Shout. 

Weak Shout: Bellow "Fo!" by tapping the Shout button. 

Medium Shout: Bellow "Fo, Krah!" by briefly holding the Shout button, then releasing it. 
Strong Shout: Bellow "Fo, Krah, Diin!" by holding the Shout button. 

Words to Live By 


Some Word Walls are 
set in Skyrim's exterior, 
such as this Wall at 
Shearpoint. 


But most Word 
Walls are hidden 
in long -for gotten 
Dungeons, such as the 
Wall in Labyrinthian. 

This section lists all of the 
available Shouts. Each Shout's 
name is followed by its three 
Words, the locations where you 
can learn them, any Quests related to those locations, and some notes and tips on using each 
Shout. A complete table of Shouts with detailed statistics appears at the end of this section. 

Animal Allegiance 

Words of Power: Raan (Animal) - Mir (Allegiance) -Tah (Pack) 

Word Wall Locations: 

Angarvunde (The Rift): Dungeon Quest: Medresi Dran and the Wandering Dead 
Ancient's Ascent (Falkreath Hold): This is a Dragon Lair. 

Ysgramor's Tomb (Winterhold Hold): The Companions Quest: Glory of the Dead. 

Description: A Shout for help from the beasts of the wild, who come to fight in your 
defense. 

Notes: This Shout 'charms' all nearby animals, who fight for you for a short time. You can 
attack them without breaking this effect, so it's easy to kill them before the Shout wears 
off. Note that this Shout does not affect summoned creatures (like Familiars), or creatures 
already under the control of someone else (like animals controlled by Spriggans). 

Aura Whisper 

Words of Power: Laas (Life) - Yah (Seek) - Nir (Hunt) 

Word Wall Locations: 

Northwind Summit (The Rift): This is a Dragon Lair. 

Valthume (The Reach): Dungeon Quest: Evil in Waiting. This is a dragon priest's lair. 

Volunruud (The Pale): Dark Brotherhood Quest: The Silence Has Been Broken; Dungeon Quest: 
Silenced Tongues 






32 


TRAINING PART 2 : COMBAT, DEVELOPMENT, AND CRAFTING 




Description: Your Voice is not a Shout, but a whisper, revealing the life forces of any 
and all. 

Notes: For a short time, this Shout allows you to see an aura around all living or undead 
creatures, even through walls. The Shout is silent, so it won't create a sound that would 
cause enemies to detect you. Great for thieves, archers, and assassins! 

Become Ethereal 

Words of Power: Feim (Fade) - Zii (Spirit) - Gron (Bind) 

Word Wall Locations: 

Ironbind Barrow (Winterhold Hold) 

Lost Valley Redoubt (The Reach) 

Ustengrav (Hjaalmarch): Main Quest: The Horn of Jurgen Windcaller 
Description: The Thu'um reaches out to the Void, changing your form to one that cannot 
harm, or be harmed. 

Notes: While Ethereal, you are invulnerable, can't attack or cast spells, and recover magicka 
and stamina. This Shout gives you a few seconds to safely retreat or reposition yourself 
during a difficult battle. You can also use it to bypass most traps without fear of taking 
damage. 



Dismaying Shout 

Words of Power: Faas (Fear) - Ru (Run) - Maar 
Word Wall Locations: 

Dead Crone Rock (The Reach): Daedric Quest: Pieces of the Past 
Labyrinthian (Hjaalmarch): In Shalidor's Maze 
Lost Tongue Overlook (The Rift): This is a Dragon Lair. 

Description: And the weak shall fear the Thu'um, and flee in terror. 

Notes: This Shout only affects enemies up to a specific level, with higher levels of the 
Shout allowing you to affect higher-level foes. See to the chart at the end of this section for 
details. 





Dragonrend 

Words of Power: Joor (Mortal) - Zah (Finite) - Frul (Temporary) 

Word Wall Locations: 

None. You learn this shout during Main Quest: Alduin's Bane. 

Description: Your Voice lashes out at a dragon's very soul, forcing the beast to land. 
Notes: This Shout is extremely useful for fighting Alduin or other dragons if you prefer to 
face them in melee combat. 


Call Dragon 

Words of Power: Od (Snow) - Ah (Hunter) - Viing (Wing) 

Word Wall Locations: 

None. You learn this Shout during Main Quest: The Fallen. 

Description: Odahviing ! Hear my Voice and come forth. I summon you in my time of need. 
Notes: This Shout summons the dragon Odahviing to battle during Main Quest: The Fallen. 
After you complete the Main Quest, you can summon Odahviing to aid you (in most exterior 
areas). Note that this Shout has no effect unless all three words are used. 

Call of Valor 

Words of Power: Hun (Hero) - Kaal (Champion) - Zoor (Legend) 

Word Wall Locations: 

None. You learn this Shout at the end of the Main Quest. 

Description: The valiant of Sovngarde hear your Voice, and journey beyond space and time 
to lend their aid. 

Notes: Each level of this Shout summons a different hero from Sovngarde, each with unique 
equipment and abilities. Choose the one that best meets your needs for the current battle. 
"Hun" summons Gormlaith Golden-Hilt, who wields a bow, sword, shield, and a few Shouts. 
"Hun, Kaal" summons Felldir the Old, who wields a greatsword and has a number of 
damaging Shouts. 

"Hun, Kaal, Zoor" summons Hakon One-Eye, who wields a battleaxe and uses melee 
Shouts. ' • 




Clear Skies 

Words of Power: Lok (Sky) - Vah (Spring) - Koor (Summer) 

Word Wall Locations: 

None. You learn this shout from the Greybeards during Main Quest: The Throat of the World. 
Description: Skyrim itself yields before the Thu'um, as you clear away fog and inclement 
weather. 

Notes: This not only clears the weather and disperses fog, it also dispels poison gas traps. 

Disarm 

Words of Power: Zun (Weapon) - Haal (Hand) - Viik (Defeat) 

Word Wall Locations: 

Eldersblood Peak (Hjaalmarch): This is a Dragon Lair. 

Silverdrift Lair (The Pale) 

Snow Veil Sanctum (Winterhold Hold): Thieves Guild Quest: Speaking With Silence 
Description: Shout defies steel, as you rip the weapon from an opponent's grasp. 

Notes: This Shout only affects enemies up to a specific level, with higher levels of the Shout 
allowing you to disarm higher-level foes. Refer to the chart at the end of this section for 
details. Note that some enemies cannot be disarmed. 




Elemental Fury 

Words of Power: Su (Air) - Grah (Battle) - Dun (Grace) 

Word Wall Locations: 

Dragontooth Crater (The Reach): This is a Dragon Lair. 

Kilkreath Ruins (Haafingar): Daedric Quest: The Break of Dawn 
Shriekwind Bastion (Falkreath Hold) 

Description: The Thu'um imbues your arms with the speed of wind, allowing for faster 
weapon strikes. 

Notes: This Shout only lasts a short time, but increases your damage output by 30-70%. 
Time it well, and you can do some serious damage. 



Fire Breath 

Words of Power: Yol (Fire) - Toor (Inferno) - Shul (Sun) 

Word Wall Locations: 

Dustman's Cairn (Whiterun Hold): The Companions Quest: Proving Honor 
Sunderstone Gorge (Falkreath Hold) 

Throat of the World (Whiterun Hold): Main Quest: The Throat of the World. 



Description: Inhale air, exhale flame, and behold the Thu'um as inferno. 

Notes: Fire Breath does high damage in a quick burst and sets enemies on fire. Great 
against foes already susceptible to fire damage (such as Vampires or Frost Atronachs). 


Frost Breath 

Words of Power: Fo (Frost) - Krah (Cold) - Diin (Freeze) 

Word Wall Locations: 



Bonestrewn Crest (Eastmarch): This is a Dragon Lair. 

Folgunthur (Hjaalmarch): Side Quest: Forbidden Legend 
Skyborn Altar (Hjaalmarch): This is a Dragon Lair. 

Description: Your breath is winter, you Thu'um a blizzard. 

Notes: Frost Breath does about the same damage over time as Fire Breath, but slows your 
enemies instead of setting them on fire. If your foes are more succeptible to Frost than 
Flame (such as Fire Atronachs), or you can take advantage of the slowing effect, this is a 
good choice. 



Ice Form 

Words of Power: liz (Ice) - Slen (Flesh) - Nus (Statue) 

Word Wall Locations: 

Frostmere Crypt (The Pale): Dungeon Quest: The Pale Lady 
Mount Anthor (Winterhold Hold): This is a Dragon Lair. 

Saarthal (Winterhold Hold): College of Winterhold Quest: Under Saarthal; Side Quest: Forbidden 



Description: Your Thu'um freezes an opponent solid. 

Notes: This Shout takes the form of a wave of frost that freezes your enemies solid. Foes 
struck by this Shout are encased in ice and effectively paralyzed, and take frost damage 
over time. If an enemy encased in ice is struck by an attack, the ice shatters, allowing them 
to recover. Use this Shout to take one or more foes out of the fight temporarily, or to buy 
yourself a few free attacks before they can recover. 


4 




SHOUTS MOTHER POWERS 


j|>- 


33 


TRANING 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 








Kyne's Peace 

Words of Power: Kaan (Kyne) - Drem (Peace) - Ov (Trust) 

Word Wall Locations: 

Ragnvald (The Reach): This is a Dragon Priest's lair. 

Rannveig's Fast (Whiterun Hold) 

Shroud Hearth Barrow (The Rift): Dungeon Quest: Wilhelm's Scream 
Description: The Voice soothes wild beasts, who lose their desire to fight of flee. 

Notes: This Shout only affects Wild Animals, with the radius and duriation of the Shout 
increasing at higher levels. This allows you to navigate animal dens withoutfighting, or to 
pacify a pack of animals before picking them off one by one. 


■ Lun (Leech) -Aus (Suffer) 




Marked for Death 

Words of Power: Krii ( 

Word Wall Locations: 

Autumnwatch Tower (The Rift): This is a Dragon Lair. 

Dark Brotherhood Sanctuary (Falkreath Hold) 

Forsaken Cave (The Pale): Side Quest: The White Phial 
Description: Speak, and let your Voice herald doom, as an opponent's armor and lifeforce 
are weakened. 

Notes: This Shout saps your foes' armor and causes damage overtime, allowing you to kill 
them more quickly. Good to use on bosses. 

Slow Time 

Words of Power: Tiid (Time) - Klo (Sand) - Ul (Eternity) 

Word Wall Locations: 

Hag's End (The Reach): Dark Brotherhood Radiant Quest: The Feeble Fortune 
Korvanjund (The Pale): Civil War Quest: The Jagged Crown 
Labyrinthian (Hjaalmarch): College of Winterhold Quest: The Staff of Magnus; this is a Dragon 
Priest's lair. 

Description: Shout at time, and command it to obey, as the world around you stands still. 
Notes: This Shout buys you extra time, which you can use for any purpose: to rush in 
and assault a helpless enemy, to line up a perfect sniper shot, or to easily outrun any foe. 
Incredibly useful! 

Storm Call 

Words of Power: Strun (Storm) - Bah (Wrath) - Qo (Lightning) 

Word Wall Locations: 

Forelhost (The Rift): This is a Dragon Priest's lair. 

High Gate Ruins (The Pale): This is a Dragon Priest's lair. 

Skuldafn (Other Realm): Main Quest: The World-Eater's Eyrie. This is a Dragon Priest's lair. 
Description: A Shout to the skies, a cry to the clouds, that awakens the destructive force of 
Skyrim's lightning. 

Notes: Summons a thunderstorm with powerful lightning that lashes out at anything and 
anyone. Only works outdoors. It's fantastic against dragons, but be careful- the lightning 
can and will kill civilians and your followers. 

Throw Voice 

Words of Power: Zul (Voice) - Mey (Fool) - Gut (Far) 

Word Wall Locations: 

Shearpoint (The Pale): This is a Dragon Lair and a Dragon Priest lair. 

Description: The Thu'um is heard, but its source unknown, fooling those into seeking it out. 
Notes: This Shout produces no sound at your location, instead throwing your voice to the 
target. Enemies will detect the sound and investigate, allowing you to lure them away from 
their posts or into traps or other hazards. This is immensely useful when sneaking. Throw 
Voice is unique in that its Word Wall teaches you all three Words of the Shout. 


Unrelenting Force 

Words of Power: Fus (Force) - Ro (Balance) - Dah (Push) 

Word Wall Locations: 





Bleak Falls Barrow (Falkreath Hold): Main Quest: Bleak Falls Barrow; Side Quest: The Golden 
Claw 

High Hrothgar (Whiterun Hold): Main Quest: The Way of the Voice. You learn both the second and 
third Words from the Greybeards. 



Description: Your Voice is raw power, pushing aside anything - or anyone - who stands in 
your path. 

Notes: This Shout staggers enemies or sends them flying, and does some light damage. Aim 
carefully to push your foes into traps, or follow up with a swift melee or ranged attack to 
take advantage of the stagger. 

Whirlwind Sprint 

Words of Power: Wuld (Whirlwind) - Nah (Fury) - Rest (Tempest) 

Word Wall Locations: 

Dead Men's Respite (Hjaalmarch): The Bards' College Quest: Tending the Flames 

High Hrothgar (Whiterun Hold): Main Quest: The Way of the Voice. Learned from the Greybeards. 

Volskygge (Haafingar): This is a Dragon Priest's lair. 

Description: The Thu'um rushes forward, carrying you in its wake with the speed of a 
tempest. 

Notes: This surge forwards is useful reaching otherwise-inaccessible ledges or platforms. 

The Shouting Table 

The following table provides a summary of all the Shouts and their effects: 


| SHOUTS 

E 

mmm 


REBUILD 

TIME 

DESCRIPTION 

QUEST /SPECIAL 
RESTRICTIONS 

□ 

I Animal 
! Allegiance 

Roan 

50 

Command Animal, Small 
Radios, Max Lv2G, 30s 


□ 


Mir 

60 

Command Animal, Medium 
Radius, Max Lv2Q, 45s 


□ 


Tah 

70 

Command Animal, Large 
Radius, Max Lv20, 60s 



Aura 

Whisper 

Leas 

30 

Detect Life £ Undead, 1 0s 



Yah 

40 

Detect Life & Undead, 20s 




Mir 

50 

Detect Life & Undead, 30s 



Become 

Ethereol 

Feim 

20 

Ethereal, 0s 




Zii 

30 

Ethereal, 13s 




Gron 

40 

Ethereal, 18s 



Call Dragon 

Od 

5 

-No effect- 

Learned daring Main 
Quest; The Fallen 

□ 


Ah 

5 

-No effeci- 

Learned during Main 
Quest: The fallen 

□ 


Viing 

300 

Summons Odahviing 

Learned during Main 
Quest: The Fallen 

□ 

Call of Valor 

Hun 

ISO 

Summons Gormlaith, 1 m 

Learned during Main 
Quest: Epilogue 

□ 


Real 

ISO 

Summons felldir, 1m 

Learned during Main 
Quest: Epilogue 

□ 


o 

o 

r»«i 

180 

Summons Hakon, 1 m 

[earned during Main 
Quest: Epilogue 

□ 

Clear Skies 

Lok 

5 

Clear Skies, 25s 

Learned during Main 
Quest: The Throat of 
the World 



Vah 

10 

Clear Skies, 40s 

Learned during Main 
Quest: The Throat of 
the World 



Koor 

IS 

Clear Skies, 60s 

Learned during Main 
Quest: The Throat of 
the World 


Disarm 

Zun 

30 

Disarm, Max Lvl 2 




Pool 

35 

Disarm, Max Lv20 




Viik 

40 

Disarm, Max Lv30 



Dismay 

Fcos 

40 

Fear, Max Lv7 




i 

45 

Fear, Max Lvl 5 




Maor 

50 

Fear, Max Lv24 



34 


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S I< Y R I M 


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TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING 


SMS sung 









■TEH 

■2-ffOTW 

WORD 

REBUILD 

TIME 

DESCRIPTION 

QUEST /SPECIAL 
RESTRICTIONS 



0v 

60 

Coin Animal, Large Radius, 
MnxLv2Q, 180s 


z 

Marked for 
: Death 

KrS 

20 

•25 Armor, Damage Health 

1/s, 60s 


□ 


Lun 

30 

-50 Armor, Damage Health 
2/s, 60s 




Aus 

40 

-75 Armor, Damage Health 
3/s, 60s 



Slow Time 

Tiid 

30 

Slow Time (70%), 8s 




Klo 

45 

SlowTime (80%), 12s 




Ul 

60 

Slow Time (90%), 16s 



Storm Call 

Strun 

300 

Call Storm, 60s 




Bah 

480 

Call Storm, 120s 




Qo 

600 

Call Storm, 1 80s 



Throw Voice 

Zul 

30 

Throw Voice 




Me y 

15 

Throw Voice 




Gid 

5 

Throw Voice 



Unrelenting 

Force 

Fus 

15 

Unrelenting Force (Weak), 

2 Damage 

Learned in Bleak Falls 
Barrow. 

□ 


Ro 

20 

Unrelenting Force (Med), 

5 Damage 

Learned during Main j 
Quest: The Way of 
the Voice 

□ 


Dah 

45 

Unrelenting Force (Strong), 
10 Damage 

Learned during Main 
Quest: The Way of 
the Voice 


| Whirlwind 

1 Sprinr 

Wuld 

20 

Whirlwind Sprint (Short) 




Nah 

25 

Whirlwind Sprint (Med) 




Kest 

35 

Whirlwind Sprint (Long) 




3> Other Powers and AbiKties 

Powers 

As Dragonborn, Shouts are your most numerous- type of 
Power, but there are a number of other powers and abilities 
that you can acquire during your time in Skyrim. These 
include: 

Racial Powers, as described in this Chapter. 

Standing Stone Powers, as described in this Chapter. 
Vampire Powers, as described in this Chapter. 

Werewolf Powers, as described in this Chapter. 

Nightingale Powers, as described at the end of the 
Thieves Guild Questline, on page 220. 

A Dark Brotherhood Power, your reward for Dark 
Brotherhood Quest: Bound Until Death, as described on 
page 241. 

Abilities 

Most special abilities are offered as rewards for quests, or 
for performing specific actions. They typically appear in your 
Active Effects list. Note that some are presented explicitly 
(with dialogue and/or on-screen text), while others may 
not be. A few are not visible to you at all, so learn when 
you can obtain them, and how long they last. 


PERMANENT ABILITIES (PERKS) 


NAME 

DESCRIPTION 

ASSOCIATED QUEST 


Agent of Oibelfo 

+10% melee damage to the opposite sex. 

Temple Quest: The Heart of Othello 


Agent of Mara 

+15% Resist Mogic 

Temple Quest: The Book of Lave 


Ardent knowledge 

+25% Armor if wearing all Dwarven armor. Your 
Smithing skill increases 1 5% faster. 

Side Quest: Unfathomable Depths 


Archmage's Authority 

Better prices from members of the College (50% 
Enthir, 1 0% Others) 

College of Winterhold Quest: The Eye of Magnus 


Assassin's Aegis 

+25% Armor if wearing all Dark Brotherhood Armor 

Dark Brotherhood Quest: Sanctuary 


Dragon Infusion 

You take 25% less Melee Damage from Dragons 

Blades Quest: Dragon Research 


Eternal Spirit 

While Ethereal, you recover health 25% faster. 

Greybeards Quest: Meditations on the Words 
of Power 


Force Without Effort 

You stagger 25% less, and foes stagger 25% more. 

Greybeards Quest: Meditations on the Words 
of Power 


Gift of the Gob 

Your Speech skill increases 1 5% faster. 

Bards College Quest: Tending the Flames 


Nightingale's Aegis 

+25% Armor if wearing all Nightingale Armor 

Thieves Guild Quest: Trinity Restored 


Prowler's Profit 

Chance of finding additional gems in chests. 

Thieves Guild Quest: No Stone Unturned 


Sailor's Repose 

Healing Spells restore 10% more health. 

Dungeon Quest: What Lies Beneath 


Sinderion's Serendipity 

When you make a potion, you have a 25% chance 
of erecting a second, duplicate potion. 

Side Quest: A Return to Your Roots 

□ 

The Fire Within 

Your Fire Breath Shout deals 25% more damage. 

Greybeards Quest: Meditations on the Words 
of Power 



4 


TRANING 




THE INVENTORY 


SHOUTS AND one POWE RS 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 






TEA 

APORARY ABILITIES (BUFFS) 

s/ 


DESCRIPTION 

ASSOCIATED ACTIVITY 


Voice of the Sky Animals will neither attack nor flee from you; Fasts 1 day 

Complete the Pilgrimage of The Seven Thousand Steps (Secondary Location [6.X]) 


The Gift of Charity 

+10 Speech; lasts 1 hour 

Give a coin to any beggar. 


Dragonslayer's Blessing 

+10% Critical Hit Chance vs. Dragons; lasts 5 days 

Blades Quest: Drogonsloyer's Blessing 


Rested 

All skills improve 5% foster; lasts 9 hours. 

Sleep in any bed. 


Well Rested 

All skills improve 10% faster; lusts 8 hours. 

Sleep in a bed you own or rent. 


Lover's Comfort 

All skills improve 15% faster; lasts 8 hours. 

Sleep in the same location, as your spouse. 



^ Catching a Disease: Dirty Vermin! 



Clawed by a Hagraven ? 
Then you may have 
Brain Rot! 

Adventuring is dangerous, 
especially when battling 
diseased foes. Every time one 
of these enemies strike you, 
there is a chance that you 
may contract the disease they 
carry. If you have a resistance to disease (thanks to your race or equipment), this chance is 
lessened, but under most circumstances, the chance of catching something is around 5-1 0% per 
wound you suffer. The following table lists the possible diseases, their effects, and how you can 
contract them. 


VDH 

EFFECT 

CONTRACTED FROM 


Ataxia 

Lockpicking £ Pickpocket 25% harder 

Traps, Skeevers 


Bone Break Fever 

-25 Stamina 

Traps, Bears 


Brain Rot 

-25 Magicka 

Traps, Hagravens 


Dragonsloyer's 

Blessing 

+1 0% Critical Hit Chance vs. Dragons 

Blades Quest: Dragonsloyer's 
Blessing Lasts for five days. 


Rattles 

Stamina recovers 50% slower 

Traps, Chaurus 


Rockjoint 

25% less effective with mel£e 
weapons 

Traps, Wolves, Foxes 


Sanguinare 

Vampiris 

-25 Health, progresses to Vampirism 

Vampires 


Witbane 

Magicka recovers 50% slower 

Traps, Sabrecats 


<§0 NOTE Most Traps have a small chance of infecting you with a random 
disease. 


Curing a Disease: By Potion 

Drinking a Cure Disease Potion is the fastest and easiest way to rid you of your pox. You can 
buy these potions in many shops, find them in the wild, or make them yoruself. 

Curing Disease: The Shrines of Skyrim 

The Temple of the Eight 
Divines in Solitude. 
Only Talos - outlawed 
by the Thalmor - is not 
worshipped here. 

Most people in Skyrim follow 
the religion of the Divines. 
Shrines to the Divines can be 
found throughout the land, 
in cities, settlements, and in the wilderness. Their locations are detailed throughout the Atlas. 

AA The Blder Scrolls V 

» w s“ky rTm 



Praying at a Shrine cures any diseases you may have, and confers a unique blessing that lasts 
eight hours. Only one blessing can be active at a time; praying at a different Shrine will remove 
any prior blessings. 


The worship of Talos is a major factor in the Civil War CAUTION 
that currently rages across Skyrim. His worship fins been 
outlawed in areas controlled by the Empire, though Shrines to Talos may will still 
appear in Stormcloak strongholds. If the Slormdoaks are victorious, Shrines to 
Tolas will return to the cities of Skyrim. 



Julianos: Cure all diseases, 
+25 Magicka 


Kynareth: Cure all diseases, 
+25 Stamina 



Dibella: Cure all diseases, 
+1 0 Speechcraft 



Mara: Cure all diseases, 
+1 0% Healing Effects 





Stendarr: Cure all diseases, Talos: Cure all diseases, Zenith ar: Cure all diseases, 1 0% 
+1 0% Blocking Effectiveness +20% Shout Recovery Better Prices (Bartering) 


NOTE There are other Shrines (such as the Shrine of Azurp and the 

Shrine of Boethlah), but these aren't related to the Nine Divines; 
only to Daedric Quests. 


TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING 


rmm 






Curing Disease: Other Means 

The Vigilants of Stendarr ore a relatively new religious order. Zealous followers of the god of justice and mercy, they seek to wipe 
out abominations like Vampires and Werewolves, and to purge the land of Daedra Worship. If you encounter them in one of their 
strongholds (like the Hall of the Vigilant [3.09] or Stendarr's Beacon [9.46]), or elsewhere in the wilderness, you can ask them 
to cure your diseases. 


<&C NOTE The process of transforming into 
a Vampire or Werewolf will also 
cure any diseases you might have. . . though 
those diseases are probably the least of your 
concerns.... 


LYCANTHROPY 


Contracting Lycanthropy 



Werewolves are lycanthropes: 
Men and women who can 
transform into powerful 
wolf-like creatures. Some see 
this as a blessing, a way of 
drawing on the strength and 
ferocity of their inner beast. Some see it as a curse, a twisting of their wills and nature. And for 
some, it is simply a way of life. 


A ferocious Werewolf ; 
a powerful and sinewy 
predator. 


Lycanthropy can only be contracted as part of the blood ritual that occurs during The 
Companions Quest: The Silver Hand. Your first transformation is particularly violent, causing you 
to prowl the streets of Whiterun as the inhabitants of the city flee for their lives. Soon you black 
out, and from this point on, you are able more fully in control of your animal nature. 


Beast Form 

When you become a werewolf, you acquire a new Power known as Beast Form. This allows 
you to transform into a werewolf once per day. Once transformed, you remain as a werewolf 
for 2.5 minutes of real time. You can extend this time by approaching a corpse and activating 
it to feed on it. This restores 50 points of Health, and gives you another 30 seconds of time as 
a werewolf. 

0 Advantages of Beast Form include: 

Your maximum health increases by 100 points, but does not regenerate. 
Your maximum stamina also increases by 100. 

You have a faster sprintspeed (faster even than horses can run!). 

Wolves will treat you as an ally, and won't attack you. 

Any Crimes you commit as a werewolf don't fount against your "normal" 
self, with one caveat (below). 

0 But there are some disadvantages as well: 

You can't loot any corpses you slay. 

You can't pick up or use any items you find. Since this includes keys, you 
may find your progress blocked in some dungeons. 

You can't equip or use any of your normal weapons, spells, items, 
equipment, Shouts, or Powers. You can't even open the Inventory Menu. 
Your large, hulking form may have trouble fitting through some narrow 
passages. 

You can't speak with anyone, even your own Companions breatheren. 
Citizens of Skyrim are rightly terrified of you; some of them flee, while the 
battle-hardened, brave, or foolish stand their ground and attack you. 

If anyone sees you transform to or from a beast, the transformation is 
considered a major Crime. Consult the Crime and Punishment section on 
page 39. 

) , I 

TIP If you want to return to human form at any time, simply wait (or 
use the Wait system), and you'll transform back automatically. 


Powers 

As a werewolf, you gain an impressive array of combat-related bonuses: 

Increased Melee Damage: When in Beast Form, you attack with your claws. For every 
swipe that connects, you inflict 20 points of damage on a foe. This increases at higher Levels: 



Immunity to Disease: You are completely immune to all diseases in both normal and 
Beast Form. Among other things, this protects you from Sanguinare Vampiris (the Vampire 
Disease), allowing you to fight Vampires without having to worry about contracting the 
condition yourself. 

As an additional bonus, when you first become a werewolf, any diseases you had at the time 
will be cured. This includes both Sanguinare Vampiris and full-blown Vampirism. You can't be 
both a werewolf and a vampire at the same time. 

Increased Dexterity: In Beast Form, you can sprint on all-fours at an impressively fast pace, 
and jump a lot further than normal. 

Restless Blood: As a Werewolf, you can never receive a bonus for being Rested. 

Werewolf Powers: While in Beast Form, you can call upon a special set of Werewolf-exclusive 
Powers, called Howls. You can use these as often as you like while your transformation lasts. 
Your default howl strikes fear (literally) into the hearts of men. However, by completing The 
Companions Radiant Quest: Totems of Hircine, you can acquire Totems that allow you to 
exchange this Howl for a different Power. You can change Howls as often as you like, though 
only one can be active at a time. Check page 1 68 for more information. 

Initial Howl: Fear grips nearby foes up to Lv25; lasts 30 seconds. 

Totem Howl: Detect Life in a large radius around your location; lasts 60 seconds. 

Totem Howl: Summon two wolves to fight at your side. 

Ring of Hircine: During Daedric Quest: III Met By Moonlight (page 301 ), you are given 
the cursed Ring of Hircine. While the curse has no effect on most humans, if worn by a 
Lycanthrope, it can cause you to randomly shift into your Beast Form! It is wise to complete 
this Quest or risk revealing your beast form at an inopportune moment! The curse is lifted at 
the end of the Quest. 

The Ring of Hircine (whether cursed or not) allows you to assume Beast Form one 
additional time per day. 

Living as a Werewolf 

You are fortunate thatyour Shield-Brothers and Sisters in the Companions are there to help you 
come to terms with your new beast form, and that this strain of Lycanthropy is not affected 
by the waxing and waning of the moons. Therefore, it is quite possible to take full advantage 
of the powers of the wolf for the remainder of your adventure. Call upon your Beast Form 
when the speed and strength of the wolf are to your benefit, or when facing a multitude of 
weakerfoes. 





DISEASES LYCANIHKOPY 





& TRANiNG 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





Curing Lycanthropy 

At the end of the Companions Questline, o Radiant Quest: Purity becomes available (see page 1 68) for those adventurers who wish to rid themselves of the beast within. As a part of that quest, 
you must cut off the head of a Glenmoril Witch, bringing it into the depths of the Tomb of Ysgramor, draw the spirit of the wolf from your body, and defeat it. Once the ritual is complete, your cure 
is permanent, and you cannot contract lycanthropy again. 


Werewolf Powers 

The following chart lists all of the available Werewolf Powers. 


vZ HI 

DESCRIPTION 

ONCE PER DAY? 

NOTES AND RESTRICTIONS 

~~ | BeostFmm 

Transform into werewolf form 

Yes 

Part of Compaions Quest: The Silver Hand 

Ring of Hircine 

Transform into werewolf form 

Yes 

The Ring of Hircine only works if you are already a werewolf, granting you one additional transformation per 
day. Reward for Daedric Quest: III Met by Moonlight 

Howl of Rage 

Fear nearby foes up to Lv25, 30s 

No 

Beast Form only; default Howl. 

Scent of Blood 

Detect Life in a large area, 60s 

No 

Beast Form only; replaces Howl of Rage; available after Companions Radiant Quest: Totems of Hircine 

Howl of the Pack 

Summon two wolves to fight at your side 

No 

Beast Form only; replaces Howl of Rage; available after Companions Radiant Quest: Totems of Hircine 



VAMPIRISM 



[3> Contracting Vampirism 

A hated Vampire , 
attacking with 
Drain Life. 

Facing those that feed on the 
blood of the living presents a 
number of perils. In addition 
to their terrifying visage, 
zombified Thralls, and skill 
at both melee and magical 
combat, Vampires have a unique Drain Life ability. Not only can this rapidly sap your health 
while restoring theirs, each time it strikes you, have a ten percent chance of contracting the 
disease Sanguinare Vampiris, a disease that will eventually cause you to join their ranks. 

After any battle with Vampires, check your Active Effects list. If you see Sanguinare 
Vampiris, quickly drink a Cure Disease potion or makq haste to a Shrine for healing. As the 
diseases runs its course, you'll receive a message at twilight that reads "you feel a strange 
thirst as the sun sets," and a second notification the following dawn; "You feel weaker as the 
sun rises." After three days of this, the disease takes over completely, and you transform into 
a Vampire! 

Stages of Vampirism 

Becoming a vampire 
changes your 
appearance. 

As a Vampire, you must feed 
on human blood! Vampirism 
has four distinct stages, based 
on how long it has been since 
you last fed. The more time has 
elapsed, the more severe the 
advantages and disadvantages 
of this condition become. In order to survive as a Vampire, it is worth knowing exactly what 
these benefits and drawbacks are: 

Advantages 

0 Immune to Disease: You are completely immune to disease. Any diseases you had upon 
becoming a vampire are instantly cured. 

0 Immune to Poison: You are completely immune to all forms of poison. 


0 Champion of the Night: Illusion spells that you cast are 25% more powerful. 

0 Nightstalker's Footsteps: You are 25% harder to detect while Sneaking. 

0 Resist Frost: The stage of your Vampirism adds to your Frost Resistance: 

Stage 1 Vampirism: Resist Frost 25%. 

Stage 2 Vampirism: Resist Frost 50%. 

Stage 3 Vampirism: Resist Frost 75%. 

Stage 4 Vampirism: Resist Frost 1 00%. 

Disadvantages 

0 Hatred: Stages 1 , 2, 3 Vampirism: Citizens of Skyrim and guards will not recognize you 
as a Vampire, but may (25% of the time) remark that you're looking distinctly "pale" 
or "hungry." 

0 Hatred: Stage 4 Vampirism: All citizens and guards within a settlement will recognize 
exactly what you are, and attack you on sight. 

0 Weakness to Sunlight: When outdoors between the hours of Sam and 7pm, your 
Health, Magicka, and Stamina will not regenerate. Their maximum values are also 
reduced: 

Stage 1 Vampirism: Health, Magicka, and Stamina are reduced by 1 5 points. 

Stage 2 Vampirism: Health, Magicka, and Stamina are reduced by 30 points. 

Stage 3 Vampirism: Health, Magicka, and Stamina are reduced by 45 points. 

Stage 4 Vampirism: Health, Magicka, and Stamina are reduced by 60 points. 

0 Weakness to Fire: The stage of your Vampirism also gives you a Weakness to Fire: 
Stage 1 Vampirism: Weakness to Fire 25%. 

Stage 2 Vampirism: Weakness to Fire 50%. 

Stage 3 Vampirism: Weakness to Fire 75%. 

Stage 4 Vampirism: Weakness to Fire 1 00%. 

Powers 

As your Vampirism progresses, you gain an increasingly powerful set of additional abilities: 

0 Stage 1 Vampirism: 

Vampire's Sight: For one minute, you can see better in dark environments. This 
Power can be used as often as you like and has no cost. 

Vampiric Drain: A special Destruction spell, Vampiric Drain absorbs 2 Health per 
second from your target. 

Vampire's Servant: Once per day, you can reanimate a dead creature to fight for 
you for 60 seconds. Only works on creatures of level 6 or less. 

0 Stage 2 Vampirism: 

All powers from Stage 1, plus: 





Tre S.aer ^Scrolls' V 

SKY RlM 



33 


TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING 







Vampire's Seduction: Creatures and people up to level 8 won't fight or flee for 
30s. 

Vampiric Drain: Increases to 3 Health drained per second. 

Vampire's Servant: Now affects creatures of level 1 3 or less. 

Q Stage 3 Vampirism: 

All powers from Stages 1 and 2, plus: 

Vampiric Drain: Increases to 4 Health drained per second. 

Vampire's Servant: Now affects creatures of level 21 or less. 

0 Stage 4 Vampirism: 

All powers from Stages 1, 2, and 3, plus: 

Embrace of Shadows: Once per day, you can invoke this power to gain Vampire's 
Sight and Invisibility for 3 minutes. 

Vampiric Drain: Increases to 5 Health drained per second. 

Vampire's Servant: Now affects creatures of level 30 or less. 

Maintaining Vampirism: Feeding 

As a Vampire, the only way you can continue to function in normal society is to feed. 
Feasting on the blood of the living can be tricky: you must find a sleeping human (citizens and 
guards tend to be the easiest, though a sleeping soldier, bandit, or warlock will work as well), 
then activate them to feed on their blood. Doing so reverts your disease back to Stage 1 . 

Life as a Vampire 

Aside from the panic and hostility you spread as a Stage 4 Vampire, the main problems you 
encounter are your weaknesses to sunlight and fire. Minimize these risks here by exploring 
subterranean catacombs and dungeons during the daytime, and prowl the countryside at night. 


You may also want to draw on the power of the Lady Stone (see Standing Stones, page 59), 
which helps to offset the the lack of normal Health or Stamina regeneration during daylight. 

If you plan to let your disease progress, trading will become difficult. Learn to craft your 
own potions and equipment, and try to become as self-sufficient as possible. When you must 
interact with others, slip into a remote settlement to feed, then continue on to the nearest city 
to trade before your disease advances once more. 

As a Vampire, you receive a number of bonuses that improve your stealth abilities, making 
Vampirism a blessing for Thieves, Archers, and Assassins. You will also find it significantly 
easier to explore Falmer Hives (since you're immune to the poisons that they, their Chaurus, 
and their Spiders use), Nordic Ruins (since the Draugr use Frost Magic almost exclusively), 
and Vampire Lairs (since you no longer need fear contracting the disease). You also have a 
dramatic advantage when fighting frost-breathing dragons, though a corresponding weakness to 
fire-breathing dragons. Keep some potions of Fire Resistance on hand, just in case! 

Curing Vampirism 

There are but two ways to cure yourself of this affliction. 

As mentioned previously, you can contract Lycanthropy. The blood ritual that transforms 
you into a werewolf will cure any diseases you have, even full-blown Vampirism. Of course, you 
now have other, more hairy problems to contend with.... 

Or, you can visit a mage named Falion in Morthal, the Hold Capital of Hjaalmarch, and 
complete Side Quest: Rising at Dawn. Consult page 367 for more information. 

<$£ MOTE Vampirism con be caught more than ante. 



CRIME AND PUNISHMENT 



While exploring the Nine Holds of Skyrim, there are bound to be points in your adventure where you commit a Crime and have a Bounty placed on your head. Whether this is a petty theft from a 
citizen of Markarth or an all-out assault on the city guard of Riften, it is prudent to learn the laws that govern Crime and Punishment... and how you can bend them to your advantage! 


^ Criminal Activities and Holds 

Perhaps the most important lesson to learn is thateach of the Nine Holds keeps their own record of crimes and bounties. You may 
be wanted in Haafingar Hold, but your bounty doesn't transfer to neighboring Hjaalmarch, where you may still be considered a 
model citizen. 

Your actions are only considered criminal if they affect a non-hostile character or their property. Defending yourself is never a crime. 
So feel free to fight back if: 

You were attacked first, and the attack was unprovoked. 

You have agreed to a duel or brawl during a conversation. 

You're attacking an enemy, regardless of who attacked first. 



Usual Crimes 

The following evidence indicates the usual categories of crimes that you're likely to commit, and 
what Bounty this places on your head: 


0 

CRIME 

BOUNTY 

□ 

1 Trespassing; entering on area that is off-limits. Depending on the level of 
security, you will often he warned and given o chance to leave peacefully 
before the crime is triggered. 

5 gold 

□ 

Pickpocketing a guard or civilian and being spotted. Just looking at their 
inventory is not a crime; you have to actually take something. 

25 gold 

□ 

Theft; swiping an item marked '"Steal". 

Half the 
item's value 


Theft; stealing a Horse. You acquire this bounty each time you mount the 
stolen horse. 

50 (each 

, M . 


Assault; attacking a guard or civilian with your fists, weapon, or spells. 

40 


Murder; killing a guard or civilian. 

1,000 


Escaping from Jail after being imprisoned. 

100 


Unusual Crimes 

The following list includes the more... unspeakable ways you can incur a Bounty: 


£ 

CRIME 

BOUNTY 


(Vampirism): Feeding on the blood of a guard or civilian and being spatted. 

40 

□ 

1 (Vampirism): Once you reach Stage 4 and become a full-fledged Vampire, 
all guards and civilians will be hostile to you. Fighting bock against them is 
considered a Crime, and Bounty accumulates as normal. 


□ 

(Lycarrthropy): Transforming to or from Beast Form in sight of a guard of 
civilian. 

1,000 

□ 

□ 

I (Lycanthropy): While in Werewolf form, all guards and civilians will bo 
hostile. However, fighting bock against them is not considered o Crime (since 
they don't recognize you), and Bounty will not accumulate. 

40 

(Cannibalism): Fating a corpse while wearing the Ring of Namira is 
considered assault. 


<§§ NOTE For more information on these special cases, consult the section m 
Vampirism (page 38), Lycanthropy (page 37), and Daedric Quest: 
The Taste of Death (page 31 2). 



< g) LYCANTHROP Y VAMPIRISM . CRIME AND PUNISH MENT 

THE INVENTORY 



TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




The Bounty from any Crime committed by a Follower is CAUTION 
automatically assigned to you, so getting someone else to do 
your dirty work isn't going to help your reputation! 


£> Witnesses and Retaliation 

Crimes are only a problem if you're seen committing them. The Bounties you receive are 
noticed by witnesses, and depending upon the situation, you may wish to "silence" anyone 
who saw your less-than lawful activities. For example, if you assault a citizen of Riften (+40 
Bounty), and then kill them before they can report the assault (+1,000 Bounty), as long as 
nobody is around to witness the murder, your Bounty will be cleared. Naturally, attempts to 
increase and then remove your Bounty can fail spectacularly; if you're spotted attempting to kill 
a guard by three other guards, expect them to respond with lethal force! 

If you allow too much time to pass, the witnesses will report the crime, and killing them 
will no longer reduce your Bounty. So act quickly if you plan to take out the witnesses. 

With this in mind, retaliating for a crime is worth doing only when as few people as 
possible are watching you (and ideally, none) . It is easier to try this within buildings where you 
can easily see onlookers. If your Crime is non-violent (i.e. Stealing), try entering without being 
noticed or at night, when people are likely to be sleeping. 

& Guard Actions and Reactions 

Reactions: When a guard sees you commit a crime, or hears a call for help from a witness, 
they attempt the following: 

0 For Minor Crimes, such as Pickpocketing, Theft, or Trespassing, they attempt to arrest 
you. 

0 For Major Crimes, such as Assault or Murder, they attack you. If you yield (sheathe your 
weapon), they will attempt to arrest you. 

0 For Severe Crimes, such as Escaping from Jail, Vampirism, or Lycanthropy, they simply 
attack. 

Your Actions: If a guard attempts to arrest you, and you successfully avoid the initial arrest (by 
sprinting to an exit gate or hiding in a building for example), you can attempt the following: 

0 With a low Bounty (less than 3000 gold), you can wait a day or so for the situation 
to calm down, then return to the scene of the crime and turn yourself in. You're then 
arrested. 

0 With a high bounty (more than 3000 gold), you should avoid civilization altogether. 
Wander in the wilderness for a few days, and o bounty collector will eventually approach 
you and offer to pay off your debt to society. Don't wait forTiim, just keep moving. 

Preventing Prison Time 

The way you interact with Guards greatly affects the price you have to pay for your crimes. 

Once in dialogue, your options are as follows. You can: 

1 . Pay a fine equal to your Bounty, if you have the gold. Any stolen items are confiscated, 
and you are moved to the jail exit. 

2. Agree to go to Jail, where you can serve your time, or attempt to escape. See below for 
more details on your options once in jail. 

3. Resist arrest, if you wish to battle your way out of the location. This is also what happens 
if you try to back out of dialogue with any guard. 

4. Bribe the guard. This option is only available if you aren't currently trespassing, and one 
of the following conditions holds: 

0 You have committed only minor Crimes, and have the Speech Skill's Bribery Perk. 

0 You are a member of the Thieves Guild 
0 You haven't bribed or persuaded another guard in the past 24 hours. 

If you pay the bribe, it stops the current pursuit, and you're able to keep any stolen items. 
However, your Bounty is still in effect, and if you speak to the same (or any other) guard again, 
you'll turn yourself in, and the guard will attempt to arrest you. 

5. Persuade the Guard. If you have a Speech Skill of 75 or higher, you're not currently 
trespassing, you've only committed minor crimes, and you haven't bribed or persuaded 

The 8 Icier Scrolls V 

SKY RlM 



another guard in the past 24 hours, you can convince the guard to overlook your crimes. 
The option only appears once all of these conditions have been met. 

Persuasion works just like a Bribe: It stops the current pursuit, and you're able to keep 
any stolen items. However, your Bounty is still in effect, and if you speak to the same (or any 
other) guard again, you'll turn yourself in, and the guard will attempt to arrest you. 

However, you don't have to pay for a persuasion, making it a cheaper option if you can 
meet the skill requirement. 

6. Pay off the Guard, if you're a member of the Thieves Guild and you've completed the City 
Influence Quest for the Hold that you've committed the crime in. 

There are four City Influence Quests (detailed on page 225), for Solitude (Haafingar), 
Markarth (The Reach), Whiterun (Whiterun Hold), and Windhelm (Eastmarch). 

The Thieves Guild is based in Riften (The Rift), so you only need to be inducted into the 
guild (during Thieves Guild Quest: Loud and Clear), in order to pay off the guards there. 

The other four Holds do not have City Influence Quests, so this option is not available 
in Morthal (Hjaalmarch), Dawnstar (The Pale), Winterhold (Winterhold Hold), or Falkreath 
(Falkreath Hold). 

The price to pay off the guard is always half your current Bounty. This removes the entire 
bounty and allows you to keep any stolen items in your posession, so it's always the best 
option if you can afford it. 

7. Invoke Thane's Privilege. This is only available if you're the Thane of a particular Hold. 

You can be a Thane of any or all of the Holds provided you've completed the appropriate 
Thane Task, detailed on page 404. 

If your Bounty is less than 2,000, you can remind the guards of your social standing to 
convince them to overlook your deeds. This only works once per Hold, so save it for some pretty 
devious activities! 

8 . Civil War: As the Civil War rages on, Holds will fall to either the 
Imperial or Stormdoak factions. 

If your faction takes control of a Hold, any Bounty you may have accrued in that Hold is 
wiped out due to the change in government. Time this correctly, you can get up to all kinds of 
mayhem, flee a Hold just before your side takes control of its capital, and then return after your 
misdemeanors are forgotten! Information on the Civil War begins on page 261. 

Incidentally, you can also become a Thane of the newly-installed Jarl, giving you an 
additional use of the Thane's Privilage claim, if you're so inclined. 


If any of these cunning plans fail and you don't yield to the CAUTION 

guard, expect reinforcements, and an increasingly desperate 

fight that you're increasingly likely to die from. Flee, or yield, or fight on. 



Serving Prison Time 



A loose wall results in 
a lucky escape from 
certain prisons. 


But for those caught 
in Markarth , no one 
escapes Cidhna 
Mine.... 


TRAINING PART 2: COMBAT, DEVELOPMENT, AND CRAFTING 


SJA!* SUlil* 


MlMWIAttBlWUHlltl 



If you choose (willingly or otherwise) to he taken to jail, your entire inventory and stolen items 
are confiscated, and moved to the jail's Belongings Chest and Evidence Chest, respectively. You 
are then placed in a cell with a single Lockpick in your inventory. At this point, you can: 

1. Serve out your sentence: 

Interact with the bed in your cell, and serve your time. 

In Markarth's Cidhna Mine, you must interact with the pickaxe instead to serve your time. 

Serving your sentence wipes out any progress towards your next Skill increase in a 
number of randomly-chosen Skills. The number of Skills that are penalized is determined by 
your Bounty. For example, a petty crime like stealing a single potion might reset only one skill, 
while a murder or two will likely reset all of them ! 

Note that you only lose progress towards your next skill increase- your skills don't actually 
decline, and you don't lose any progress towards the next level from skills that have already 
increased. So this sentence is relatively light, especially at low levels. 

After serving your sentence, you are moved to the jail's entrance, and your inventory is 
returned. Any items you've stolen remain inside the jail's Evidence Chest. Naturally, you can 
re-enter the jail and steal them back, if you want (and you're competent enough). 

2. Or, you can try to escape. Your prospects vary depending on where you're imprisoned: 

Solitude (Haafingar), Whiterun (Whiterun Hold), and Riften (The Rift) have large jails 
with several guards. While you can always pick the lock on your cell door and sneak out if 
you're up to the challenge, the cells in each of these cities also have secret escape routes that 
you can use to sneak out undetected, as long as you're careful. This only works once for each 
jail (the next time you're imprisoned in that Hold, the guards have sealed the escape route). 
Don't forget to grab your items from the jail's Belongings Chest on your way out, which you can 
usually reach via a convenient hole in the wall from the escape passage. 


Morthal (Hjaalmarch), Dawnstar (The Pale), and Falkreath (Falkreath Hold) have 
rudimentary jails. Pick the lock and fend off a single jailer to make your escape. But do this 
quickly before reinforcements arrive, and don't forget to reclaim your items on your way out! 

Winterhold (Winterhold Hold) has a jail known as The Chill, which is well away from the 
settlement, among the icebergs of the Sea of Ghosts. As befits the city home to the College 
of Winterhold, The Chill features Frost Atronach "jailors". Force your way past them, then 
swim across the freezing waters and ice floes to reach dry land and complete your escape. 

Your inventory is not confiscated in this jail, so don't worry about looking for a Belongings 
Chest. 

Windhelm's jail is rather basic, but it has two attentive jailors, and the Belongings and Evidence 
Chests are upstairs in one corner of the City Guard Barracks. Try to escape here, and expect to 
have a real fight on your hands. 

Markarth's jail is Cidhna Mine. No one escapes Cidhna Mine.... 

Crime and the Guilds 

All of the above rules apply to every Hold in Skyrim, with the exception of locations owned 
and operated by the major Guilds. The Companions of Whiterun, the Mages of the College of 
Winterhold, the Thieves Guild of Riften, and the Dark Brotherhood have all developed very 
particular ways of dealing with crime among their own members. For example, the Dark 
Brotherhood only cares about assaults you inflict upon other members, and imposes a fixed fine 
for such actions. Consult their appropriate Quests later in this book for all the information. 


During the course of your adventure, you may find that CAUTION 
your Guild actually encourages (if not downright orders) you 
to commit crimes. Therefore, it's worth remembering the tactics above before 
trying such anti social activities. 


CRAFTING §> 

When not delving into crumbling ruins in search of treasure, there are a number of other Skills any would-be Adventurer should explore. 
This section reveals just how rewarding the Skills of Alchemy, Enchanting, Smithing, and the lesser crafting activities can be. 



ALCHEMY 



Foraging for Ingredients 

The Foraging Process 


NOTE For advice on which Alchemy Perksto take, and general 

information on improving your Alchemy Skill, consult the Skills 
and Perks section, hack on page 9. 

£> Alchemic Experimentation: An Overview 

With an Alchemy 
Lab , combinations of 
ingredients become 
great elixirs or potent 
poisons. 

Alchemy is the craft of 
combining ingredients to 
create beneficial potions or 
debilitating poisons. The key to 
mastering this art is experimentation: When you Smith or Enchant an item, you already know 
what the end result of what the crafting process is going to be; the recipes or combinations of 
materials are clearly laid out in advance. Not so with Alchemy; you often have no idea what 
you're making, and discovering a powerful new potion or effect is a thrill unto itself. 

In short: The process of Alchemy involves foraging for ingredients, learning their effects, 
and then experimenting by combining them with other ingredients to make potions and 
poisons. 



Living of f the land is more than just farming crops: Scour Skyrim 
for ingredients. 


The realm of Skyrim is filled with dozens of unique ingredients. Ingredients can be categorized 
into three major groups: Ingredients that are grown (such as flowers, mushrooms, and crops); 
Ingredients that are alive (such as dragonflies or butterflies); and Ingredients taken from an 
enemy's corpse (such as Falmer Ears, Hagraven Feathers, or Troll Pat). All of these are stored in 
the Ingredients menu in your Inventory. 





CRIME AND PUNISHMENT ALCHEMY 


SP- 


TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



TIP If you plan to focus on your Alchemy Skill, scour the world collecting 
everything you see: Pick flowers, catch insects, hunt, and go 
fishing (that is, grab fish while swimming, rather than casting a line). Steal 
any ingredients you see lying around in buildings, if you can get away with it-- 
potions made with stolen ingredients are not treated as stolen. The more (and 
wider variety) of Ingredients you have, the quicker your skills will advance. 

If Foraging isn't something you want to do, you can always purchase your 
ingredients from Merchants. The best selections can be found in Alchemist shops, 
located in all the major cities. However, this makes Alchemy a much more 
expensive prospect. 

Learning Ingredient Effects 

Once you've collected one or more Ingredients, you can study it in your Inventory. Notice that 
under its weight and value, there are four effects - the ingredient's alchemic properties - which 
are all initially "unknown". Your ongoing task is to learn what all four of these effects are. Until 
you do, your initial attempts at crafting Potions can be a little hit-or-miss. 

Ingredient Digestion: The easiest way to learn the properties of an ingredient is to eat it! 
This always reveals the first effect, and depending on your Alchemy Perks, it may reveal more. 
The advantage of eating ingredients is that you always receive the first property; it always 
works. The downside is that for rare items, you'll have to consume the item for no directly 
beneficial effect. 

Experimental Potions: Or, you can learn an Ingredient's properties by attempting to craft 
a potion with the ingredient. Constant use of a particular ingredient will gradually allow you to 
learn its effects and discover good combinations with other ingredients. 

Crib-Sheets: Or, you can consult this guide, which helpfully lists the four alchemic 
properties for every Ingredient in Skyrim. 

After wiping out a camp of Giants, you 
salvage three Giant Toes from their 
corpses. 

You eat one, and learn that its first 
effect is 'Damage Stamina'. Easy! 


A little later, you return to an Alchemy Lab and try combining it with Bone Meal, another 
ingredient that has the "Damage Stamina" effect. It works, creating a Damage Stamina Poison, 
but since you already knew both ingredients had that effect, you don't learn anything new. 

You then decide to be a little more adventurous, and try combining it with Wheat, an 
ingredient you know nothing about. Success! Both the Giant Toe and Wheat have two effects 
in common- "Fortify Health" (the second effect on both ingredients) and "Damage Stamina 
Regen" (the third effect on Wheat, and the fourth on Giant Toe). You learn the four new 
effects, and acquire an interesting potion that fortifies your health at the cost of reducing your 
stamina regen. 

£> Crafting Potions 

In order to craft potions, you must use an Alchemy Lab. If you plan to focus on Alchemy, you'll 
wanttofind an Alchemy Lab that you can access quickly, and return to it frequently. Near the 
start of your adventure, one good location is the Alchemy Lab inside the Sleeping Giant Inn in 
Riverwood. Later on, you may want to purchase a house (see page 404) for convenient access 
to your own Alchemy Lab, and plenty of storage space for ingredients. 

Selecting Ingredients: Step up to the Alchemy Lab, pick two distinct ingredients (you 
cannot combine two identical ingredients), and mix them together. You can optionally add a 
third ingredient if you wish (and want to further experiment). 

Experimental Potions: If you don't know any effects that the ingredients share, the 
Alchemy Lab will caution you that the result is a "Potion of Unknown Effect", but you can still 
try it. 



When you combine Ingredients, the Alchemy Lab checks the complete list of the two (or three) 
ingredients' effects. If none of those effects match, the crafting fails. If there is one or more 
match, it succeeds. 

Failure: If there were no matches, you receive nothing and use up the ingredients, but still 
receive a small Alchemy Skill improvement. The Alchemy Lab remembers that the combination 
failed and grays it out, indicating you don't need to try it again. 

Success: If there was a match, the resulting potion or poison has all of the effects that 
matched, in a much more potent form than simply eating one of the ingredients would have 
given you. Most of the time, you receive an item with only one effect, but you may end up with 
two, three, or even four matches. 

Potion, or Poison? The resulting mixture is classified as a Potion if its primary effect is 
beneficial, or a Poison if its primary effect is harmful. You can have Potions with lesser negative 
effects and Poisons with lesser positive effects, although these aren't usually worth making 
more than once during experimentation. The Purity Perk allows you to remove these side effects 
from your mixtures, creating wholly positive potions and negative poisons. 

Effect Reference: The Alchemy Lab menu handles all the bookkeeping for you- it knows 
which ingredients you have, which effects you've learned, and which combinations you've 
tried before without success. Based on this information, it even recommends ingredients that 
you know you can combine to produce a specific result, like 'Restore Health'. While these 
recommendations are great for quickly creating just the potion you need, don't forget to 
experiment to continue learning new effects. 



B? 

An Example: 

Potion of 
Fortify Health 

life 


w 


After collecting a Blue Mountain Flower 
(Restore Health, Fortify Conjuration, 
Fortify Health, Damage Magicka 
Regen), and a Glowing Mushroom 
(Damage Stamina, Fortify Health, 
Fortify Carry Weight, Damage Stamina 
Regen), you can combine them to create 
a Fortify Health Potion. 


Advanced Alchemy 


Alchemy Skill and Potion Creation 

Your Alchemy Skill improves the effectiveness of the potions and poisons you craft: 

0 If an effect has only a magnitude (i.e., Restore 50 Health), your Skill increases it. 

0 If an effect has only a duration (i.e., Invisibility for 30 seconds), your Skill extends it. 

0 If an effect has both a magnitude and a duration, only one of the two values will 

increase, never both. For Potions and Poisons that affect regeneration rate, the duration 
increases; for everything else, the magnitude increases. 

In addition to your raw skill, the perks in the Alchemy Tree dramatically increase the 
effectiveness of potions you craft. Because of the number of factors that can affect the potency 
of these potions, exact statistics are not listed in this guide. Consult the exact values in the 
Alchemy Lab to see what you can create given your current skill and perks. 


Your Alchemy skill increases when: 

0 You learn a new effect for an ingredient. 

0 You successfully craft a potion. 

0 You attempt to craft a potion, but fail (a very small increase). 


Three-Ingredient Potions 

Potions with three ingredients are more likely succeed (with 1 2 effects between them, there's 
a greater chance of at least one match). However, they are also more likely to produce results 
with multiple effects... which may or may not be a good thing. You might end up with an 
excellent potion that has three or even four positive effects- or one that has a bizarre mix of 
positive and negative properties. These can still helpful when trying to learn ingredient effects 
as quickly as possible, but you may not be able to get much use out of the resulting potion. 


42 



The fijiderjSeroils V 

SKY rTm 


< & TRAINIW6 PART 1 : CRAFHHG 

rm !«* ami mi was wwtl&iw 


After collecting a Giant's Toe (Damage Stamina, Fortify Health, Fortify Carry Weight, Damage Stamina Regen), some Hanging 
Moss (Damage Magicka, Fortify Health, Damage Magicka Regen, Fortify One-handed), and a Rock Warbler Egg (Restore 
Health, Fortify One-handed, Damage Stamina, Weakness to Magic) you combine these together to create a Potion. The 
resulting potion has all three effects that matched: it will Forify Health, Fortify One-Handed, and Damage Stamina. 


£> Alchemic Recipes and Combinations 

Novice Recipes 

If you're just starting out on your adventure, here are a few good recipes to try: 


Jr 


An Example: Potion of 
Fortify Health, Fortify 
One-Handed, and 
Damage Stamina 



HEALTH POTIONS 

± 

POTION EFFECT 

INGREDIENT#] 

INGREDIENT #2f 


Restore Health 

Blue Mountain Flower 

Butterfly Wing 


Fortify Health 

Grant's Toe 

Hanging Moss 


Regenerate Health 

Juniper Berries 

Nordic Barnacle 

MAGICKA POTIONS 


Restore Magicka 

Creep Cluster 

Red Mountain Flower 


Fortify Magicka 

Red Mountain Flower 

Tundra Cotton 


Regenerate Magicka 

Garlic 

Salt Pile 

STAMINA POTIONS 


Restore Stamina 

Pine Thrush Egg 

Purple Mountain Flower 


Fortify Stamina 

Garlic 

Lavender 


Regenerate Stamina 

Bee 

Mora Tapinella 

RESISTANCE POTIONS 


Resist Fire 

Fly Amanita 

Snowberries 


Resist Frost 

Snowberries 

Thistle Brunch 


Resist Shock 

Glowdust 

Snowberries 


Advanced Recipes 

At higher levels, once you have a wider range of ingredients at your disposal, you can begin to 
construct potions with more and more complex effects. Here are just a few examples: 


UTILITY POTIONS 



Invisibility 

Chaurus Eggs 

Nirnroot 


Waterbreathing 

Chicken's Egg 

Nordic Barnacle 

POISONS 


Damage Health (Weak) 

F aimer Ear 

Imp Stool 


Damage Health (Strong) 

Falmer Ear 

River Betty 


Damage Magicka 

Butterfly Wing 

Hanging Moss 


Paralysis 

Canis Root 

Imp Stool 


TWO-EFFECT FOTIONS 

H POTION EFFECT 

INGREDIENT#! 

INGREDIENT #2 

INGREDIENT #3f 

| Restore Healib and 

1 1 Fortify Health 

Blue Mountain 

Flower 

Wheat 

None 

| 1 Invisibility and Regen 

1 1 Health 

Luna Moth Wing 

Vampire Dust 

None 

Paralysis and Damage 

1 1 Health 

Canis Root 

Imp Stool 

River Betty 

THREE-EFFECT POTIONS 

Fortify Heavy Armor, 
Fortify Block, Resist 
Frost 

Briar Heart 

Slaughterfish Scales 

Thistle Branch 

i — -i Fortify One-handed, 
Fortify Sneak, Fortify 
Light Armor 

Beehive Husk 

Hawk Feathers 

Rock Warbler Egg 

Fortify Magicka, 

Fortify Destruction, 

’ Restore Magicka 

Briar Heart 

Ectoplasm 

Glowdust 

— — j Regen Magicka, 

) Fortify Magicka, 

Restore Magicka 

Briar Heart 

Jazbay Grapes 

Moon Sugar 

FOUR- EFFECT POTIONS 

1 — | Regen Magicka, 

J Resist Frost, Resist 

Fire, Restore Mogitko 

1 

Fire Salts 

Moon Sugar 

Snowberries 

1 1 Invisibility, Regen 

Health, Fortify Light 
Armor, Cure Disease 

Hawk Feathers 

Luna Moth Wing 

Vampire Dust 


NOTE ft Hie order in which you mix the Ingredients doesn't matter). 

Please see the Inventory Chapter for tobies listing all of the 
available ingredients and their properties (weight, value, effects). In addition, 
three sample locations are given where each ingredient can be found (usually in 
abundance). There is also an Alchemy Effects List, which reveals every effect of 
an ingredient, and which ingredients have these effects. 




ENCHANTING 


NOTE For advice on which Enchanting 
Perks to take, and general 
information on improving your Enchanting Skill, 
consult the Skills and Perks section, back on 
page 9. 


£> Arcane Enchanting: An Overview 



With an Arcane Enchanter • items are both ruined 
and reborn as new and more powerful objects. 

Enchanting requires you to make short-term sacrifices for 
long-term rewards. The important (and sometimes difficult) 
choices you make throughout this process determine what items 
you can create, and how powerful they will be. 

In short: Enchanting is the art of imbuing an item with magical 
enchantments powered by soul energy. However, this is done 

at the expense of other enchanted items. 


4 




ALCHEMY ENCHANTING 


>■ 


% TRANIMG 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRiM 


APPENDICES AND INDEX 







To enchant an item, you need: 

0 An Enchantment. Before you can imbue an item with an enchantment, you must first 
learn that enchantment by disenchanting an item with the same base effect. 

0 A filled Soul Gem. While you can find filled Soul Gems in the world, you can also create 
them by using an empty Soul Gem and the Soul Trap spell (Conjuration) or a weapon 
enchanted with the Soul Trap enchantment. 

0 An unenchanted item. These are easy to find, though you may wish to Smith your own 
in order to have a ready supply of items to enchant. 

0 The Arcane Enchanter: To enchant an item, you will also need to use an Arcane 
Enchanter. If you plan to focus on Enchanting, locate an Arcane Enchanter you can return 
to quickly and easily, and make a point of visiting it often. Two locations close to your 
starting point of Helgen are Anise's Cabin across the river from Riverwood, and Farengar's 
study in Whiterun's palace of Dragonsreach. Later on, you may want to purchase a house 
with an Arcane Enchanter (see page 404). 


^ Disenchanting Items 


The only way to learn new enchantments is to disenchant an existing enchanted item. The 
disenchanting process destroys the original item, and teaches you the item's base enchantment- 
that is, its fundamental ability (e.g., 'Fortify Health'), not its specific value ('Fortify Health 
50'). Once you learn an enchantment, you can apply it to as many other items as you wish. 


Early on, disenchanting may be a difficult, even painful decision- enchanted items are both 
useful and extremely valuable, while the enchantment you learn does nothing in and of itself. 
You should definitely make use of enchanted items you find, rather than rushing to disenchant 
them all. But when you outgrow an item, or find something you aren't interested in, consider 
disenchanting it instead of selling it- you're making an investment in your future. 


It is important to remember that you learn only the base (or general) enchantment, and not the 
specific enchantment that appears on the item. Because of this, disenchanting a more valuable 
item doesn't give you a better enchantment, as these examples show: 





Drogonscale Boots of Peerless Hjde Boots of Minor Sneaking 
Sneaking (Value 2,614). (Value 797). 

i 

Both of these items, when disenchanted (and destroyed) teach you the Fortify Sneak base 
enchantment. 



A Weapon Example: Weapons with Absorb Health 


Daedric Warhammer of the 
Vampire (Value 5,236). 


Dwarven Dagger of 
Absorption (Value 324). 


Both of these weapons, when disenchanted, grant you the Absorb Health base enchantment. 

The conclusion? That - to start with, at least - it is better to destroy a low value item rather 
than a high value one, especially if you want to use or sell the higher-value item. 

However, there is one advantage to disenchanting more expensive items: disenchanting 
helps increase your Enchanting Skill, and your skill will increase faster when you disenchant a 
high-value item than when you disenchant a lower-value one. 


44 



me 6 ider -Scrolls V 

s'kyrTm 


«e 


If you plan to focus on Enchanting, disenchant enchanted items early and often, as soon 
as they're no longer of use to you, to quickly build your repertoire of effects. If you're coming 
to Enchanting at a later level (20+), you may want to disenchant higher-valued items to help 
your skill advance more quickly. You can only learn each base enchantment once, so don't 
expectto disenchant your way to 1 00. 

m NOTE Don't worry about disenchanting Quest or Unique Items; they 
don't even show up in ihe Enchanting menu! 


£> Soul Gems 

Acquiring Soul Gems 

A collection of Soul 
Gems, just ready to be 
gathered up and filled. 

You can acquire Soul Gems in a 
number of ways: 

Purchasing Filled Soul 
Gems: You can buy filled soul 
gems from merchants directly. 
However, this is an extremely 
expensive proposition, as a filled gem is three to four times more expensive than a comparable 
empty one. 

Purchasing Empty Soul Gems: If you need to buy a Soul Gem, you're better off 
purchasing an empty one and filling it yourself. Although this takes a little more work, the 
savings can help you break even (or even turn a profit) on the item you enchant. 

Finding Soul Gems: An even better option is to find (or steal) the Soul Gems you need: 

Any Dwarven City, Warlock Den, Vampire Lair, or Nordic Ruin will usually have Soul Gems 
lying around. Enemies in these areas (especially Dwarven Automatons) often carry Soul 
Gems as well. 

There are a number of areas in the College of Winterhold where you can simply take Soul 
Gems for free. 

Or you can steal them from other mages, such as the Court Wizards or the mages of 
the College. 



Filling Soul Gems 



A successful Soul Trap captures a wild animal's essence for your 
arcane antics. 


In order to trap a creature's soul in an empty Soul Gem, you will need either: 

The Soul Trap Spell: Cast this spell on a creature and kill it before the spell wears off 
to snare its soul. If you plan to focus on Enchanting, make sure to purchase this spell from 
Farengar, the Court Wizard of Whiterun, as soon as possible. 

A Soul Trap Enchantment: If casting Soul Trap becomes a nuisance, look for a weapon 
with the Soul Trap enchantment imbued in it. Then all you need to do is slay the creature using 
the weapon to capture its soul. You can obviously enchant a weapon for this purpose, as well as 
finding one. 


TRAI NING PA RT 2: CRAFTING 

yilAli: mm V/ VJ-J f } ilAliS&litti 


TIP When filling a Soul Gem, there are some key points to remember: 

0 Most Soul Gems only hold the souls of creatures, and not humans 
(or humanoid races), 

0 They only hold souls up to a specific level. To Soul Trap a stronger creature, 
you need a larger Soul Gem. 

0 After slaying a Soul Trapped creature, their soul is automatically absorbed by 
the smallest possible empty Soul Gem in your inventory (so you don't need to 
pick or equip one). 

0 Warning! If you don't have a Soul Gem of the correct size, the soul is captured 
by the next largest Soul Gem. Although this works, you lose some of that Soul 
Gem's potential value. 

0 Warning! If you don't have any empty Soul Gems, or Soul Gems large enough 
to hold the creature's soul, thesoul is lost. 

0 Conclusion: Heed these warnings and carry multiple Soul Gems of each size, 
and check frequently to make sure you know what you're carrying, or you risk 
wasting a valuable or rare Soul Gem! 

0 Black Soul Gems are rare, but also available. These can hold any human soul, 
regardless of level. 

0 Undead (Draugr, Skeletons), Daedra, and Dwarven Automatons (Dwarven 
Spheres, Centurions) don't have souls, and can't be Soul Trapped. 

0 Conjured Atronachs, raised zombies, and Dwarven Automatons (Dwarven 
Spheres, Centurions) don't have souls and can't be Soul Trapped. 


Petty Soul Gems are almost worthless for Enchanting — CAUTION j 
you'll rarely receive bonuses of more than a point or two. 

Save them for recharging your weapons, and plan to use at least a Lesser 
Soul Gem. 


<|€ NOTE Need to know exactly what Soul Gem to use on a particular 

creature? Then cross-reference the level of creature the Soul Gem 
can hold (in the Saul Gems chart of The Inventory Chapter, on page 36), with the 
level of the creature in this guide's Bestiary (page 101). Then youll know which 
type of Saul Gem is correct for your purposes. 


Unenchanted Items 



Unenchanted weapons and 
armor can obtained in one of 
three ways: 


By Purchasing Them: 

This is obviously the fastest 
and most straightforward option, as most Merchants have a wide variety of unenchanted items 
for sale. However, if you hope to turn a profit with your Enchanting, you'll need a high Speech 
Skill (in order to barter the prices down), or the merchant's cut (both when you buy the original 
item, and then sell the enchanted version of it back to them) will leave you with a loss, not 
a profit. 


This selection of 
weaponry looks good 
enough to try your 
enchanting on. 


By Finding Them: This is a much better plan. Simply grab them while on your travels. 

By Smithing Them: True artisans should consider smithing their own weapons and armor 
(on a Forge), enchanting them, improving them (on a Grindstone or Workbench), and then 
selling them for incredible profits. If you're not motivated by money, Smithing also allows 
you to create and enchant exactly the item you want. 


t$> Enchanting 



Enchanting a Weapon 

The tell-tale glow of an 
enchanted weapon , 
made stronger by a 
professional imbuer! 

Now that your preparations 
are complete, journey to any 
Arcane Enchanter with the 
items you wish to enchant 
in your inventory. Select the 
weapon and the Soul Gem first, and then pick the enchantment. This is important, because the 
type of Soul Gem you use has a huge impact on the next decision you must make: how strong 
to make the enchantment. Remember, Enchanting is all about choices! 


Enchanted Weapons and Charges 

All Enchanted Weapons have charges. These represent the amount of soul energy that remains 
within the weapon. When all of an item's charges are expended, the weapon's enchantment 
ceases to function (and it essentially becomes a "normal" or unenchanted weapon) until you 
recharge it. 

Think of this as a formula: Charge Capacity -f Enchantment Cost = Charges. 

Charge Capacity: The item's capacity is determined by the strength of the soul used during 
the enchanting process. For example, a Grand Soul Gem containing a Grand Soul has a greater 
capacity than a Petty Soul Gem containing a Petty Soul. Note that capacity is determined by 
the soul, not the gem- a Grand Soul Gem containing a Petty Soul is no better than a Petty Soul 
Gem with that soul. 


Enchantment Cost: The item's Enchantment Cost depends on three factors: 

Inherent Strength. Some enchantments are simply more powerful (and thus more 
expensive) than others. 

Selected Strength. When you select a weapon enchantment, you can use the slider to 
choose how powerful to make the enchantment. The stronger you make it, the higher the cost, 
and the fewer total uses you can get from the item. 

Your Enchanting Skill. The higher your skill, the lower the cost, and the more total uses 
you can get from the item. 


The soul and your Enchanting Skill also determine the maximum strength of the enchantment 
you can apply to the item. 


The right balance: This choice is entirely up to you- experiment and see what works best 
for your play style. If you keep a large supply of Soul Gems on hand, recharging a weapon 
frequently may not be much of an issue. If you don't, or keep forgetting to recharge your 
weapon, a weaker but longer-lasting enchantment may work out better. 

Recharging Weapons 

To recharge an enchanted weapon, you need a partially or completely-depleted weapon and a 
filled Soul Gem. Select the weapon in your inventory, pick Recharge, and then select the Soul 
Gem you want to use. 



TIP Recharging an enchanted weapon gives you a small boost to your 
Enchanting skill, and is a great way to use up those Petty Soul Gems. 


NOTE A weapon's maximum charge is fixed when It is created. Yau 
can'l use the recharging process to give it more charges than it 
originally had; any excess charges (from a Soul Gem with more charges than the 
one you used during the Initial Enchantment, for example) are lost. 


-<& 


ENCHANTING 



£> TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRiM 


APPENDICES AND INDEX 



A Weapon Example: 

Enchanted Ebony 
Greatsword: "The 
Slumbering Void" 


Mi 


After constructing an Ebony Greatsword on the Forge (Damage 22, Weight 22, Value 1,440), 
you take it to an Arcane Enchanter. You pick a Grand Soul Gem and the Absorb Health 
Enchantment. With an Enchanting skill of 55 and several perks in Enchanting, you have a range 
of strengths to choose from, from [Absorb Health 1, 800 Charges] to [Absorb Health 1 3, 47 
Charges] . You select the strongest version of the effect, rename the item, and craft it. You now 
posess "The Slumbering Void" (Damage 22, Weight 22, Value 2,304, Absorb 1 3 points of 
health.). 


NOTE Remember, your version of "The Slumbering Void" may have 
different statistics, as it changes depending on your skills. 

Enchanting Armor 



Crofting o set of armor and enchanting it gives you the very best 
in outfits . 


To enchant a piece of armor, visit an Arcane Enchanter with the items in your inventory. Always 
choose the armor piece first, then the enchantment, and then the soul gem. 

Enchantment Restrictions: Not all Armor Enchantments can be applied to all pieces of armor. 
Sometimes, these restrictions are logical: Muffle (quiet movement) can only be placed on 
boots. Waterbreathing can be placed on Helmets, but never boots. But other restrictions are 
more complex and less obvious. Fortunately, the armor enchantment chart in The Inventory 
chapter has all the details. 

Enchanted Armor Strength: Once you've selected a piece of armor and an enchantment you 
want to apply to it, you still need to choose a Soul Gem. Unlike Enchanted Weapons, Enchanted 
Armor does not have charges: the armor grants you a constant bonus as long as you wear it. 
Instead, the soul's capacity, in combination with your Enchanting Skill, determines the strength 
of the enchantment you can create. In effect, your skill allows you to squeeze more power from 
a given Soul Gem. 


TIP Remember, all numeric bonuses from Enchantments "stack", 
meaning you can increase any stat you wish by (for example) 
enchanting a helmetandarmorwiththesame Enchantment. This only 
applies to Enchantments with numeric values; you can't (for example) have 
a Waterbreathing Enchantment on two pieces of equipment and expect any 
additional benefit. 


An Armor Example: 

Enchanted Daedric 
Armor: "Azura's Wall" 

EP 


After constructing a suit of Daedric Armor on the Forge (Armor 49, Weight 50, Value 3200), 
you take it across to an Arcane Enchanter and pick the Fortify Healing Rate Enchantment. You 
then need to select a Soul Gem. With an Enchanting skill of 55 and several perks in Enchanting, 
a Common Soul Gem will give you [+5% Healing Rate], a Greater Soul Gem [+11%], and 
a Grand Soul Gem [+1 7%]. You select the Grand Soul Gem, rename the item, and craft it. 

You now posess "Azura's Wall" (Armor 49, Weight 50, Value 3842, Health regenerates 
1 7% faster.) 

General Advice 

<<W TIP if you want to make money with Enchanting, find or make most of 
the components yourself. Otherwise, the merchant's mark-up on the 
item and Soul Gem will wipe out the additional value you create by adding the 
enchantment. 

Your character level and the item you are enchanting have no effect on the 
strength of the enchantment. You can infuse the same enchantment into an Iron 
Helm as into a Daedric Helm. 

All Armor Enchantments stack, so a Cuirass and Gauntlets that both increase 
your Heavy Armor skill by +10% will together give you a bonus of +20%. 

Stacking is especially powerful with Elemental Resistance Enchantments (to Fire, 
Frost, or Shock): keep a few items on hand and equip them as appropriate if 
a dragon attacks. Note that there is a limit to this- at most, you can have an 
85% Resistance to Magic, Fire, Frost, or Shock damage. Beyond that point, any 
further bonuses are wasted. 

If you wield two weapons, don't forget to enchant them with complimentary 
enchantments! Two Fire, Frost, or Shock damage enchantments are great for 
causing maximum damage, or combine Absorb Health and Absorb Stamina 
enchantments to sustain you in a long battle. 

You can't make your own enchanted Staffs, Scrolls, or Spell Tomes. 

Disenchant junk. If you don't need the gold, it pays to disenchant any cheap 
enchanted items you find so you can take advantage of their effects later on. 

If an enchanted item has outlived its usefulness and been drained of charges, 
instead of recharging it, you may want to disenchant it, learn its effect, and 
apply that effect to another item instead. 

Get Soul Trap. The Soul Trap spell is critical to Enchanting, and worth picking 
up as soon as possible if you plan to focus on this skill. Provided you have the 
Soul Gems, Soul Trap everything you can so you have filled gems to power and 
recharge your items. 

Combine both Smithing and Enchanting to get the maximum benefit from 
both skills, crafting and enchanting incredibly powerful weapons and armor to 
enhance your style of play. 

NOTE The Inventory Chapter has tables listing the Base Enchantments 
far weapons and armor you disenchant, Enchantment Modifiers 
(the Enchantments that appear on items you find in the world), all the different 
kinds of Soul Gems, and the levels of the creature they can hold. 




The ^det-Scroik V 

skyrTm 


TRAINING PART 2: CRAFTING 

rrn mm mi « mmummm 


46 


<^> NOTE for advice on which Smithing Perks to take, and general 

information on improving your Smithing Skill, consult the Skills 
and Perks section, back on page 9. 


£> Forging Ahead: An Overview 

A noble Nord 
profession , a trade of 
gruff artisans occurring 
across the realm . 

Smithing is the art of creating 
and improving weapons 
and armor, accomplished 
through a series of progressive 
improvements. Smithing is 
straightforward, fast, and reliable. Unlike Alchemy and Enchanting, there are no complicated 
choices or arcane experiments to perform: You know precisely what is needed to construct or 
improve an item, and what the end result of your sweat and toil will be. 

In short: Smithing involves Forging and progressively Improving Items. 

TIP There are a number of secondary crafting activities that you may 
want explore if you plan to focus on Smithing, as they produce 
many of the raw materials required for this craft. These activities are not 
required (you can buy everything you need from other smiths), and do not 
improve yourSmithing skill, but they are the cheapest way to obtain raw 
materials (outside of stealing them). For more information on Mining, Smelting, 
and Tanning, seepage 52. 




£> Forging 

The Forging Process 

The Blacksmith's Forge: 
Mold raw materials into 
fabled weapons and 
armor. 

The first step in Smithing is to 
locate a Blacksmith's Forge 
or Anvil, where the process 
of making new weapons and 
armor first begins. When you 
interact with a Forge, a complete list of the items you can create, and the components you 
need to make them, is shown. This list expands dramatically as you take perks in your Smithing 
Skill. If you have the necessary materials, simply choose the item you wish to craft, and it is 
hammered out on the Forge. Simple! 

<&C NOTE Your Smithing Skill improves each time you craft an item using 
the Forge (although It moy not increase by a full point). However, 
remember that your Skill has no direct effect on the items you create: an Iron 
Sword Is on Iron Sword, whether it was mode by o novice Blacksmith in Riften or 
Eorlund Gray-Mane on the Skyforge itself! 

As your adventure begins, your Smithing Skill is low, meaning you can only work with a few 
kinds of basic materials, such as Iron, Hide, and Leather. However, as your Smithing Skill 
increases, and you begin to choose perks in the Smithing constellation, you gradually unlock the 
ability to Forge more and more varieties of materials into weapons and armor. At the highest 
levels, this includes the fabled Daedric, Dragonplate, and Dragonscale gear! 




Approach the Blacksmith's 
Forge with 4 Iron Ingots and 3 
Leather Strips in your inventory. 

Activate the Forge, select the 
Iron Warhammer from the Iron 
category, and craft it. Your 
materials are consumed by the 
forging process, and you receive a shiny new Iron Warhammer, 


A Novice 

Iron Warhammer 

An Iron 
Warhammer 


ft 


Once your Smithing Skill 
reaches 90, and you've taken 
the Daedric Smithing Perk, 
approach the Blacksmith's Forge 
with 5 Ebony Ingots, 3 Leather 
Strips, and a Daedra Heart in & 
your inventory. Activate the 
Forge, select the Daedric Warhammer from the Daedric category, and craft it. Your materials are 
consumed, and you receive this wicked-looking warhammer. 


A Master Example: 

Daedric Warhammer 

A Daedric 
Warhammer 


Forging Materials 

Forging usually requires components like metal ingots, leather, and leather strips. However, the 
highest-quality items may also require more or expensive materials, such as quicksilver, dragon 
scales, or daeda hearts. Knowing what is needed to forge your next level of gear is imperative 
so you can keep an eye out for it on your travels. 

Purchasing Materials: The easiest way to acquire materials is simply to purchase them. In 
towns (such as Riverwood), you'll almost always find a Blacksmith working the Forge. These 
craftsmen and women typically have ingots, ore, leather, and leather strips for sale. As your 
level increases, Smiths begin to carry higher-level materials too. However, you will always have 
to search for the rarest of components. 

The Purist Smithy: The purist won't settle for purchasing materials when they're free for 
the taking in the wild! Instead, they seek out mines (or ore veins dotted throughout the 
wilderness), to mine your own ore with a trusty Pickaxe, and use the Smelter to smelt your 
own ingots. Hunt wild animals, gather their pelts and use Tanning Racks to turn their hides 
into the leather and leather strips you require. You're free to live off the land; not fill some 
blacksmith's sweaty pockets! 

In short: Purchasing materials is far faster and easier. Finding your own materials takes time, 
but allows you to turn a better profit. 


The Economics of Forging 


Unless you're aggressively focusing your Smithing Skill, you can often find or purchase gear of 
a particular type before you're able to forge it yourself. Forging is still great for completing a 
set of armor (for example, hammering out a Dwarven Helmet to go with your Dwarven Armor), 
so you can quality for the Matching Set (Heavy Armor Perk) or Custom Fit (Light Armor Perk) 
bonuses. 



The very best weapons and armor (Ebony, Daedric, Dragonscale, and Dragonplate) can never 
be bought in shops, so you must either find them in dungeons or forge them yourself. Smithing 
really pays off here- while it's still challenging to forge a complete set of Daedric or Dragonplate 
gear, it's far easier than scrounging through dungeon after dungeon in the hope of finding just 
the right piece to complete a set. Smithing is also excellent for creating non-enchanted items 
you're planning to enchant later using your Enchanting Skill. 


While you can make money by forging your own items and then selling them, you need to 
be careful in how you go about it. Purchasing materials from a merchant, taking them to a 
Forge to create an item, and then returning to sell the item back to the merchant may help you 
improve your Smithing Skill, but financially, it's always a losing proposition. If you want to use 
Smithing to make money, it's always better to gather materials from the wild, although that 
can become a time-consuming process. 


4 




ENCHANTING SMITHING 




TRANIMG 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



If you decide to focus on Smithing, you'll occasionally find you require certain materials 
before they're commonly available from merchants. Once again, this is when foraging in the 
wilderness, or swinging a pickaxe at an ore vein is your best option. Check the Mining section 
on page 52 for locations where rare ores can be found. 

si 

NOTE All Blacksmith Forges allow you to forge of the same weapons 
and armor; there's no difference between them. With one 
exception. After completing The Companions Quest: Glory of the Dead, yon can 
croft a unique set of Nerd Hero weapons at Eorlund Gray-Mane's Skyforge in 
Whiterun. 


Improving Items 


The Grindstone: 
Sharpen a blade to 
improve its damage 
and value. 


The Workbench: Temper 
armor into defensive 
and wearable works 
of art. 

Contrary to what you might 
believe, the heart of Smithing 
lies not in crafting items, but 
in improving them. As with 
Forging, these improvements 
are simple, and result in equally straightforward bonuses to your attack (weapons) and defense 
(armor) that can significantly improve your combat effectiveness. As you might expect, arms 
and armor improved in this way also commands a premium when sold to merchants. 



TIP A Master Blacksmith can improve plain Steel Armor to make 
it almost as strong as Dragonplate. And if he's improving 
Dragonplate? The results are even more spectacular! 


The Grindstone: You improve weapons by sharpening them at a Grindstone. 

The Workbench: You improve armor by tempering it at a Workbench. 

When interacting with either of these crafting stations, you are given a complete list of the 
items you hove (whether they were found, bought, stolen, or made by you) that can be 
improved, along with the materials you need to improve each of them. Improving a weapon 
or piece of armor always requires one piece of that item's primary material; so sharpening an 
Iron Sword requires one Iron Ingot, while tempering a Dragonscale Cuirass requires one Dragon 
Scale. The clue is in the name! 

In exchange for using this material, you receive a bonus to your weapon's damage, or armor's 
defense rating based on your Smithing Skill and Perks. As your Smithing Skill improves, you're 
able to return to a Grindstone or Workbench and improve the same item again (at the cost of 
one material each time), to increase that bonus still further, if you wish. 

Rules to remember 

Bonuses are Not Cumulative: Having sharpened an Iron Sword with a Smithing Skill of 25 
(using an Iron Ingot), you return to the Grindstone with a Smithing Skill of 50 (and expend 
another Iron Ingot) to receive a better bonus. However, if you'd waited and brought the sword 
to the Grindstone for the first time at Skill 50, the bonus would be the same. 

Bonuses stack with Enchantments: However, if you're a skilled craftsman in the arts of 
Smithing and Enchanting, you con Forge an item, then both Improve and Enchant it for 
maximum damage. Note that you need the Arcane Blacksmith Perk in order to improve 



The Blder Screak V 

skTy ram 


<s 


enchanted weapons and armor, so if you don't have it, make sure to sharpen or temper the 
item before you enchant it! Otherwise, the order doesn't matter. 

Nomenclature: When you improve an item, it receives a modifier that indicates the amount of 
improvement you've made to the weapon. This modifier is based on your Smithing Skill and 
Perks. After you've improved an item, you can only improve it again once your Smithing Skill 
and Perks will allow you to raise it to the next modifier rank. For example: 

If you have a Smithing Skill of 39 and the Steel Smithing Perk, and improve a Steel 
Sword at a Grindstone, the sword will receive the 'Superior' modifier and a [+3] damage 
bonus. 


Return with a Smithing Skill of 40, and your skill has reached the next threshold, allowing 
you to improve the sword again. This gives it the 'Exquisite' modifier and a better bonus, [+5]. 

If you come back with a Smithing Skill of 55, your skill has not yet reached the next 
threshold, so you can't improve that sword again. If you have a different Steel Sword you want 
to improve, it will also receive the 'Exquisite' modifier and a [+5] bonus. 




There are no perks thal improve iron weapons; only CAUTION Q$> 

weapons of other metal types. 


ft 


Approach a 
Grindstone with an 
Iron Warhammer 
and an Iron Ingot 
in your inventory. 

Interact with 
the Grindstone, 

select the Iron Warhammer, and hit Craft. With a Smithing Skill of 42, the Iron Warhammer 
(Superior) receives +3 Damage and its value increases by +20 (25%). 


A Novice Example: Improving the 
Iron Warhammer 

The Iron Warhammer 
(Superior) 


Bring a Daedric 
Warhammer and 
an Ebony Ingot 
to the grindstone 
and improve it. 

With a Smithing 
Skill of 100 and 

the Daedric Smithing Perk, the Daedric Warhammer (Legendary) receives +1 1 Damage and its 
value doubles, increasing by 4000. Given that the ingot costs a mere 1 50 gold, that's a 3,850 
gold profit! 


A Master Example: Improving a 
Daedric Warhammer 

The Daedric Warhammer 
(Legendary) 




The Economics of Improvements 

Improving the items you find (as well as those you forge) is simple, quick, and relatively 
inexpensive, making this an excellent way to both increase your Smithing Skill and earn some 
extra gold. Simply collect weapons and armor throughout your travels, then improve them 
before selling them for a profit. 

At lower levels, this yields dividends, as you're constantly using your Skill, and may even make 
your money back (especially if you mine, smelt, or tan your own materials). At higher levels, 
with good Smithing (and Speech Skills for bartering), you can easily rake in hundreds or even 
thousands of additional gold for each haul of loot. 


General Advice 

Improve and Sharpen everything. As discussed above, this is one of the fastest and 
easiest ways to make money, especially later in the game, with high Smithing and Speech 
skills. 

Stop Overpaying for Materials. Smithing can be an expensive hobby if you have to buy 
all your components from local merchants. If you're tired of paying a premium on leather or 
ingots, and you have some time to spare, make them yourself! 

Delve into Dwarven Ruins. One of the easiest ways to level your Smithing Skill is to 
clear out a Dwarven Ruin, then go back and make a second trip to haul out all of the scrap 
metal you can carry. Smelt it down into Dwarven Metal Ingots, and you'll have more materials 
than you know what do to with. 


TRAINING PART 2: CRAFTING 


3 » 


m QM mi 


[ L M 4 j^ jil t ji j I jf’ Tl 


Save those Daedra Hearts. Daedra Hearts are among the rarest ingredients, but they're essential for forging Daedric Weapons and Armor. If you find any early in your adventure, save them 
until you're ready for them. Otherwise, you'll have to make them yourself with an equally rare ingredient (in College of Winterhold Radiant Quest: The Atronach Forge) or track down the one 
merchant who sells them (Enthir, also at the College of Winterhold) and pay an outrageous premium. 


Smithing Recipes 

NOTE The following table lists the recipes for forging 
each weapon and piece of armor. Since the 
Tempering recipes are straightforward {always one item of the 
primary material}, they aren't necessary to show. 


SMITHING IMPROVEMENT MODIFIERS 

V 


V 

NAME 

SKILL (WITH PERKS) 


Fine 0-19 


Flawless 

60-79 


Superior 20-39 


Epic 

80-99 


Exquisite 40-59 


Legendary 

100 


171 

INGREDIENTS 

NAME 

DMG/AMR 

WEIGHT 

VALUE 

HIDE 

□ 

3 Leather Strips, 4 Leather 

Hide Armor 

20 

5 

50 

□ 

2 Leather Strips, 2 Leather 

Hide Boots 

5 

1 

10 

□ 

2 Leather Strips, 1 Leather 

Hide Bracers 

5 

1 

10 

□ 

1 Leather Strips, 2 Leather 

Hide Helmet 

10 

2 

25 

□ 

2 Leather Strips, 4 Leather 

Hide Shield 

IS 

4 

25 

IRON 

c 

1 3 leather Strips, 5 Iran Ingot, 

| Corundum Ingot 

Banded Iron 
Armor 

28 

35 

200 

C 

1 1 leather Stops, 4 Iran Ingot, 

| Corundum Ingot 

Banded Iran 
Shield 

22 

12 

100 


3 leather Strips, 5 Iron Ingot 

Iron Armor 

25 

30 

125 


2 leather Strips, 4 Iron Ingot 

iron Battleaxe 

16 

20 

55 


2 Leather Strips, 3 Iron ingot 

Iron Boots 

10 

6 

25 

— 

1 Leather Strips, 1 Iron Ingot 

iron Dogger 

4 

2 

10 

1 Leather Strips, 2 Iron Ingot 

Iron Gauntlets 

10 

5 

25 


2 Leather Strips, 4 Iron Ingot 

Iron 

Gfwtswoffd 

15 

16 

so 


2 Leather Strips, 3 Iron Ingot 

Iron Helmet 

i 15 

5 

60 


2 Leather Strips, 3 Iron Ingot 

Iron Mace 

9 

13 

35 

[ 1 Leather Strips, 4 Iron Ingot 

Iron Shield 

20 

12 

60 


1 Leather Strips, 2 Iron Ingot 

Iron Sword 


9 

25 

a 

2 Leather Strips, 2 Iron Ingot 

Iron War Axe 

8 

11 

30 


3 Leather Strips, 4 Iron Ingot 

ton 

Worhammer 

18 

24 

60 


STUDDED 


3 Leothar Strips, 4 Lenthei, 1 Iron ;tlJ()( , edAmw 

Ingot 

33 

6 

75 

IMPERIAL 


3 Leather Strips, 2 leather, 4 Steel 
Ingot | 

Imperial Armor 

25 

35 

ioo 

□ 

2 Leather Strips, 1 Leather, 2 Steel 
Ingot 

Imperial Boots 

10 

8 

20 

2 Lealher Snips, 1 Leather, 2 Steel 
Ingot 

Impend 

Bracers 

10 

4 

15 

□ 

1 Leather Strips, 1 bother, 2 Steei Imperial 

Ingot Helmet 

IS 

5 

50 


2 Leather Strips, 4 Steel Ingot 

| 

Imperial 

Shield 

20 

12 

50 


Q 

INGREDIENTS 

NAME DMG/AMR 

WEIGHT 

VALUE 

STEEL 



32 

6 

350 


2 Leather Strips, 1 Leather, 2 Steel 
ingot, 1 Corundum Ingot 

Seeled Boots 

9 

2 

70 


2 Leather Slaps, 1 Leather, 1 Steel 
ingot, I Corundum Ingot 

Scaled Bracers 

9 

2 

70 


] Leather Strips, 1 Leather, 2 Steel 
Ingot, 1 Corundum Ingot 

Scaled Helmet 

14 

2 

175 


3 Leather Strips, 4 Steel Ingot, 1 
iron Ingot 

Steel Armor 

31 

35 

275 


2 Leather Strips, 4 Steel Ingot, 1 

Iron Ingot 

Steel 

Battleaxe 

18 

21 

100 


2 Leather Strips, 3 Steel Ingot, 1 

Iron Ingot 

Steel Cuffed 
Boots 

12 

8 

55 


T Leather Strips, 1 Steel Ingot, 1 

Iron Ingot 

Steel tagger 

5 

2.5 

18 


3 Leather Strips, 4 Steel Ingot, 2 

Iran Ingot 

Steel 

Greatsword 

17 

17 

90 


2 Leather Strips, 2 Steel Ingot, 1 

Iran Ingot 

Steel Helmet 

17 

5 

125 

= 

2 leather Ships, 2 Steel Ingot, 1 

Iran Ingot 

Steel Horned 
Helmet 

17 

5 

125 

2 Leather Ships, 2 Steel Ingot, 1 

Iran Ingot 

Steel Imperioi 
Gauntlets 

12 

4 

55 

T Leather Ships, 3 Steel Ingot, 1 

Iran Ingat 

Steel Mace 

10 

14 

65 


2 Leather Ships, 2 Steel Ingot, 1 

Iran Ingot 

Steel Hordk 
Gauntlets 

12 

4 

55 


3 Leather Ships, 3 Steel Ingot, 1 Iran 
Ingot, 1 Corundum Ingot 

Steel Plate 

Armor 

40 

38 

625 


2 leather Ships, 2 Steel Ingot, 1 Iran 
Ingot, 1 Corundum Ingot 

Steel Plate 

Bools 

14 

9 

125 


2 leather Ships, 2 Steel Ingot, 1 Iran 
Ingot, 1 Corundum Ingot 

Sleel Plate 
Gauntlets 


6 

125 

3 

2 Leather Ships, 2 Steel Ingot, I Iran 
Ingot, 1 Corundum Ingot 

Steel Plate 
Helmet 

19 

6 

300 

□ 

1 Leather Ships, 3 Steel Ingot, 1 

Iran Ingot 

Steel Shield 

24 

12 

150 

□ 

2 leather Ships, 3 Steel Ingot, 1 

Iran Ingot 

Steel Shin 

Soots 

T2 

8 

55 

□ 

1 Leather Ships, 2 Steel Ingot, 1 

Iran Ingot 

Steel Sward 

8 

10 

45 

□ 

2 leather Ships, 2 Steel Ingot, 1 

Iran Ingot 

Steei War Axe 

9 

12 

55 

□ 

3 bather Ships, 4 Steel Ingot, t 

Iran Ingot 

Steel 

Warhammer 

20 

25 

110 

LEATHER 

□ 

3 Leather Ships, 4 Leothej 

Leather Armor 

26 

6 

125 

□ 

2 bother Strips, 2 Leather 

Leather Booh 

1 

2 

25 

□ 

2 bather Ships, 1 bather 

Leolhar 

Bracers 

1 

2 

25 



<« 


— C 

THE INVENTORY 


SMITHING 





££ TRANIMG 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 







£ 

INGREDIENTS 

NAME 

DMG/AMR 

WEIGHT 

VALUE 


2 Leather Strips, 3 Orkhaicum Ingot, 

1 Iron Ingot 

Offish 8gdi$ 

IS 

7 

200 


2 Oftchakum ingot, 1 Iron Ingot 

Offish Bcm 1 

10 

9 

150 


1 Leather Strips, 1 Orichalcum ingot, 

1 Iron Ingot 

Offish Dagger 

6 

3 

30 


2 Leather Strips, 2 Orichalcum Ingot, 

1 Iron Ingot 

OFdsh 

Gauntlets 

IS 

7 

200 


3 Leather Strips, 4 Orichalcum Ingot, 

2 Iron Ingot 

Offish 

CrsatswoEd 

18 

18 

75 


2 Leather Strips, 2 Orichalcum Ingot, 

1 Iron Ingot 

Ortish Helmet 

20 

■ ■ 

8 

500 


1 Leather Strips, 3 Orichalcum Ingot, 

1 Iron Ingot 

Offish Mace 

11 

15 

105 


1 Leather Strips, 3 Orichalcum Ingot, 

1 Iron Ingot 

Orcish Shield 

30 

14 

500 


1 Leather Strips, 2 Orichalcum Ingot, 

1 Iron Ingot 

Orcish Sword 

9 

11 

75 


2 Leather Strips, 2 Orichalcum Ingot, 

1 Iron Ingot 

Orcish War 

Axe 

10 

13 

90 


3 Leather Strips, 4 Orichalcum Ingot, 

1 Iron Ingot 

Orcish 

Worhommer 

21 

26 

180 

EBONY 

□ 

3 Leather Strips, 5 Ebony Ingot 

Ebony Armor 

43 

I 38 

1500 

□ 

2 Leather Strips, 5 Ebony Ingot 

£ 

If 

23 

26 

1585 

□ 

2 Leather Strips, 3 Ebony Ingot 

Ebony Boots 

16 

7 


c 

3 Ebony Ingot 

Ebony Bow 

17 

16 

1440 


1 Leather Strips, 1 Ebony Ingot 

Ebony Dogger 

10 

5 

290 


2 Leather Strips, 2 Ebony Ingot 

Ebony 

Gauntlets 

16 

7 

275 


3 Leather Strips, 5 Ebony Ingot 

Ebony 

Greatsword 

22 

22 

1440 


2 Leather Strips, 3 Ebony Ingot 

Ebony Helmet 

21 

10 

750 


1 Leather Strips, 3 Ebony Ingot 

Ebony More 

16 

19 

1000 


1 Leather Strips, 4 Ebony Ingot 

Ebony Shield 

32 

14 

750 


1 Leather Strips, 2 Ebony Ingot 

Ebony Sword 

13 

15 

720 

* 

2 Leather Strips, 2 Ebony Ingot 

Ebony War 

Axe 

15 

17 

LO 

CO 


3 Leather Strips, 5 Ebony Ingot 

Ebony 

Warhammer 

25 

30 

1725 



GLASS 





3 Leather Strips, 1 Leather, 4 Refined 
Malachite, 2 Refined Moonstone 

Glass Armor 

38 

7 

900 


2 Leather Strips, 2 Refined Malachite, 

2 Refined Moonstone 

Glass Arrow 

18 

0 

6 


2 Leather Strips, 1 Leather, 2 Refined 
Malachite, 1 Refined Moonstone 

Glass 

1 Battleaxe 

n 

25 

900 


2 Refined Malachite, 1 Refined 
Moonstone 

Gloss Boots 

u 

2 

190 

z 

1 Leather Strips, 1 Refined Malachite, 

1 Refined Moonstone 

Glass Bow 

15 

14 

820 


2 Leather Strips, 1 Leather, 1 Refined 
Malachite, 1 Refined Moonstone 

Glass Dagger 

9 

4.5 

165 

□ 

3 Leather Strips, 2 Refined Malachite, 

2 Refined Moonstone 

Glass 

Gauntlets 

11 

2 

190 

□ 

1 Leather Strips, 1 Leather, 2 Refined 
Malachite, 1 Refined Moonstone 

Glass 

Greatsword 

21 

22 

820 

□ 

3 Leather Strips, 2 Refined Malachite, 

1 Refined Moonstone 

Gloss Helmet 

16 

2 

450 

□ 

1 Leather Strips, 2 Refined Malachite, 

1 Refined Moonstone 

Glass Mace 

14 

18 

575 


H 

INGREDIENTS 

NAME 

DMG/AMR 

WEIGHT 

VALUE 

c 

1 Leather Strips, 2 Leather 

Leather 

Helmet 

12 

2 

60 

DWARVEN 


3 Leather Strips, 3 Dwnnren Metal 
Ingot, 1 Iron Ingot, 1 Steel Ingot 

Dwarven 

Armor 

34 

45 

400 



2 Leathef Strips, 2 Dwarven Metal 
Ingot, 1 Iron Ingot, 2 Steel Ingot 

Owarven 

Battleaxe 

20 

23 

300 

c 

2 Leather Strips, 2 OwcFven Metal 
Ingot, 1 Iron Ingot, 1 Steel Ingot 

Dworven 

Boots 

13 

10 

85 


2 Dwarven Metal ingot, 1 1ron Ingot 

Dwarven Bow 

P 2 - 

10 

270 

□ 

1 Leather Strips, 1 Dwwvefl Metal 
Ingot, 1 Iran Ingot, 1 Steel Ingot 

Dwarven 

Dagger 

7 

3.5 

55 

□ 

2 Leather Strips, 1 Dwarven Metal 
Ingot, 1 Iron Ingot, 1 Steel Ingot 

Dwarven 

Gauntlets 

[ 13 

8 

85 

1= 

3 leather Sfrsp5, 2 Owarven Metal 
Ingot, 2 Iran Ingot, 2 Steel Ingot 

Dwarven 

Greolsword 

19 

19 

L-W - 1! 

270 

□ 

2 leather Strips, 2 Dwarven MeroJ 
Ingot, 1 iron Ingot, 1 Steel ingot 

Dwarven 

Helmet 

18 

12 

200 

c 

1 Leather Strips, 2 Dwarves Metal 
Ingot, 1 Iron Ingot, 1 Steel ingot 

Dwarven Mete 

12 

16 

190 

□ 

1 Leather Strips, 2 Dwarver. Metal 
Ingot, 1 Iron ingot, 1 Steel ingot 

Dwaiven 

Shield 

26 

12 

225 

□ 

1 Leather Strips, 1 Dworven Metal 
Ingot, 1 Iran Ingot, 1 Steel ingot 

Dwarven 

Sword 

10 

12 

135 

□ 

2 Leather Strips, 1 Dwarven Metal 
Ingot, 1 \m Ingot, 1 Steel Ingot 

Dwarven War 
Axe 

11 

14 

165 

□ 

3 Leather Strips, 2 Drawn Meta! 
Ingot, 1 Iran Ingot, 2 Steel Ingot 

Dwarven 

Warhnmmei 

22 

27 

325 

ELVEN 

□ 

3 Leather Strips, 1 Leather, 4 Refined 
Moonstone, 1 1ran Ingot 

Elven Armor 

29 

4 

225 

□ 

2 Leather Strips, 2 Refined 
| Moonstone, 2 iron Ingot, 1 

Quicksilver Ingot 

Elven 

Battleaxe 

21 

24 

520 

□ 

2 Leather Strips, 1 Leather, 2 Refined 
Moonstone, 1 Iron Ingot 

Elven Boots 

8 

1 

45 


2 Refined Moonstone, 1 Quicksilver 

Ingot 

Elven Bow 

13 

12 

470 

□ 

1 Leather Strips, 1 Refined 

Moonstone, 1 1ron Ingot, 1 

Quicksilver Ingot 

Elven Dagger 

8 

4 

95 

□ 

2 Leather Strips, 1 Leather, 1 Refined 
Moonstone, 1 1ron Ingot 

Elven 

Gauntlets 

8 


45 

□ 

3 Leather Strips, 4 Refined 

Moonstone, 1 Iron Ingot, 1 

Quicksilver Ingot 

Elven Gilded 
Armor 

35 

4 

550 

□ 

3 Leather Strips, 2 Refined 

Moonstone, 2 Iron Ingot, 1 

Quicksilver Ingot 

Elven 

Groatsward 

20 

20 

470 

□ 

1 Leather Strips, 1 Leather, 2 Refined 
Mocnstone, 1 Iron Ingot 

Elven Helmet 

13 

1 

110 

□ 

f Leather Strips, 2 Refined 

Moonstone, 1 Iran Ingot, 1 

Quicksilver In jot 

Etven Mace 

13 

17 

330 

□ 

2 Leather Strips, 4 Refined 

Moonstone, 1 Iron Ingot 

Elven Shield 

21 

4 

IIS 

n 

1 Leather Strips, 1 Refined 

Moonstone, 1 Iron Ingot, 1 

Quicksilver Ingot 

Elven Sword 

11 

13 

235 

□ 

2 Leather Strips, 1 Refined 

Moonstone, 1 1ran Ingot, 1 

Quicksilver Ingot 

Elven War Axe 

12 

1 

15 

280 

□ 

3 Leather Strips, 2 Refined 

Moonstone, 2 Iran Ingot, ! 

Quicksilver Ingot 

Elven 

Warhommer 

23 

28 

565 

ORCISH 

□ 

3 Leather Strips, 4 Orichalcum Ingot, 

1 Iren Ingot 

Orcish Armor 

40 

35 

1000 

□ 

2 Leather Strips, 4 Orichakurn Ingot, 

1 Iran Ingot 

Orcish 

Battleaxe 

19 

25 

165 


50 



The V 

SKYRlM 


_ TRAINING PART 2: CRAFTING j'Fy 

Off Hiit Siili 501115 mvtjj aimiMMB.t*IM 






V 

INGREDIENTS 

NAME 

DMG/AMR 

WEIGHT 

VALUE 1 

□ 

2 Leciltier Strips, 4 Refined Malachite, 

1 Refined Moonstone 

Glass Shield 

21 

6 

450 

p 

1 Leather Strips, 1 Refined Malachite, 

1 Refined Moonstone 

Glass Sword 

12 

14 

410 

□ 

2 Leather Strips, 1 Refined Malachite, 

1 Refined Moonstone 

Glass War Axe 

13 

16 

490 

□ 

3 Leather Strips, 3 Refined Malachite, 

2 Refined Moonstone 

Glass 

Woihmiimer 

24 

29 

985 

DRAGON 

□ 

3 Leather Strips, 3 Dragon Scales, 2 
Drogoi Bone 

Dragonplate 

Armor 

46 

40 

2125 

□ 

2 leofher Strips, 3 Dragon Scales, 1 
Dragon Bone 

Dragonplate 

Boots 

17 

B 

425 

□ 

2 Leather Strips, 2 Dragon Scales, 1 
Dragon Bone 

Dragonplate 

Gauntlets 

17 

8 

425 

□ 

2 leather Strips, 2 Dragon Scales, 1 
Dragon Bone 

Dragonplate 

Helmet 

22 

e 

1050 

□ 

1 leather Strips, 3 Dragon Scales, 1 
Dragon Bone 

Dragonplate 

Shield 

34 

15 

1050 

□ 

3 leather Strips, t Leather, 4 Dragon 
Scales, 2 Iren Ingot 

Dragonscale 

Armor 

41 

10 

1500 

□ 

2 leather Strips, 1 Leather, 2 Dragon 
Scales, 1 Iron Ingot 

Drogonscole 

Boots 

12 

3 

300 

r 

2 leather Strips, t Leather, 2 Dragon 
Scales, 1 Iron Ingot 

Dragonscale 

Gauntlets 

12 

3 

300 

□ 

1 Leather Strips , ) Leather, 2 Dragon 

1 Scales, 1 Iron Ingot 

Orcgonscale 

Helmet 

17 

4 

750 

□ 

2 leather Strips, 4 Dragon Scales, 

1 2 iron Ingot 

Oragonscaie 

Shield 

29 

6 

750 



DAEDRtC 




□ 

3 Leather Strips, 5 Ebony Ingot, 1 
Daedra Heart 

Daedric Armor 

49 

50 

3200 

□ 

2 Leather Strips, 5 Ebony Ingot, 1 
Daedra Heart 

Daedric 

Bcttae 

25 

27 

2750 

□ 

2 Leather Strips, 3 Ebony Ingot, 1 
Daedra Heart 

Daedric Boots 

18 

10 

625 

□ 

3 Ebony Ingot, 1 Daedra Heart 

Daedric Bow 

19 

18 

2500 

□ 

1 Leather Strips, 1 Ebony Ingot, 1 
* Daedra Heart 

Daedric 

Dagger 

11 

A 

500 

□ 

2 Leather Strips, 2 Ebony Ingot, 1 

Daedra Heart 

Daedric 

Gauntlets 

IB 

A 

625 

□ 

3 Leather Strips, 5 Ebony Ingot, 1 
Daedra Heart 

Daedric 

Greatoyord 

24 

23 

2500 

□ 

2 Leather Strips, 3 Ebony Ingot, 1 
Daedra Heart 

Daedric 

Helmet 

* 23 

15 

1600 

□ 

1 Leather Strips, 3 Ebony Ingot, 1 

Daedra Heart 

Daedric Mace 

16 

20 

1750 

□ 

1 Leather Strips, 4 Ebony Ingot, 1 
Daedra Heart 

Daedric Shield 

36 

15 

1600 


Q INGREDIENTS 

NAME 

DMG/AMR 

WEIGHT 

VALUE 

~1 1 Leather Strips, 2 Ebony Ingot, 1 

1 1 Daedra Heart 

Daedric Sword 

14 

16 

1250 

2 Leather Strips, 2 Ebony Ingot, 1 
- Daedra Heart 

Daedric War 

Axe 

15 

T8 

1500 

3 Leather Strips, 5 Ebony Ingot, 1 

1 J Daedra Heart 

Daedric 

Wnrhommer 

27 

31 

4000 

JEWELRY 

1 Flawless Diamond, 1 Gold Ingot 

Gold Diamond 
Necklace 

0 

0.5 

1200 

1 Diamond, 1 Gold Ingot 

Gold Diamond 
Ring 

0 

0.25 

900 

1 Emerald, 1 Gold Ingot 

Gold Emerald 
Ring 

0 

0.25 

700 

2 Flawless Amethyst, 1 Gold Ingot 

Gold Jeweled 
Necklace 

0 

0.5 

435 

J 1 Gold Ingot 

Gold Necklace 

0 

0.5 

120 

1 Gold Ingot 

2 Gold Ring 

0 

0.25 

75 

1 Flawless Ruby, 1 Geld Ingot 

Gold Ruby 
Necklace 

0 

0.5 

550 

J 1 Sapphire, 1 Gold Ingot 

Gold Sapphire 
Ring 

0 

0.25 

500 

1 Amethyst, 1 Silver Ingot 

Silver 

Amethyst 

Ring 

0 

0.25 

180 

1 Flawless Emerald, 1 Silver Ingot 

Silver Emerald 
Necklace 

0 

0.5 

830 

H 1 Garnet, 1 Silver Ingot 

Silver Garnet 
Eng 

0 

0.25 

160 

~] 1 Flawless Garnet, 1 Stiver Ingot 

Silver jeweled 
Necklace 

0 

0.5 

380 

J 1 Silver Ingot 

Silver 

Necklace 

0 

0.5 

AG 

| 1 Silver Ingot 

2 Silver Ring 

0 

0.25 

30 

J 1 Ruby, 1 Silver Ingot 

Silver Ruby 

Ring 

0 

0.25 

260 

| 1 Flawless Sapphire, 1 Sllv&r Ingot 

Silver 

Sapphire 

Netkface 

0 

0,5 

580 

DRAUGft (SKYFORGE ONLY, AFTER GLORY OF THE DEAD) 

| 3 Leather Strips, 3 Steel Ingot, 1 

1 1 Ancient Nord BaMte Axe 

Nord Hero 

Bottle Axe 

32 

20 

239 

"1 3 Leather Strips, 3 Steel Ingot, 1 

1 1 Ancient Hard Greatsworcf 

Noffd Hero 
Greotsword 

30 

16 

199 

| 2 Leather Ships, 2 Sleel Ingot, 1 
i 1 Ancient Sword 

Nord Hero 

Sword 

30 

9 

107 

1 2 Leather Strips, 2 Steel Ingot, 1 

1 1 Ancient Nord War Axe 

Nord Hero 

War Axe 

32 

11 

131 


^0 OTHER CRAFTING ACTIVITIES Big 



3> Cooking 

NOTE Cooking meats, 
soups, and stews 
does not increase any skill. 



Throw the meat , plants , and other ingredients ( often 
mead-related) into a pot. Stir and stave off the hunger pangs. 

Cooking allows you to transform meat, vegetables, and other ingredients into better- 
tasting, higher-quality food. Cooking is a rudimentary method of living off the land, 
and is far surpassed by Alchemy (which is a skill, and creates Potions that are much 
more potent). 

Cooking requires a Cooking Pot or Cooking Spit, which can easily be found in 
every town and village across Skyrim - almost every house has one by the fireplace. 
You can also find them in other inhabited locations like forts or bandit camps. 


Interact with a Cooking Pot (or Cooking Spit) to bring up the Cooking Menu, which lists the food you can cook. All of the Cooking Recipes are 
readily available at any Cooking Pot or Spit, as long as you have the ingredients for them. If you're missing ingredients, the recipe is still shown, but 
grayed out. 


J 


$5 TRANING 


THE INVENTORY 


SMITHING OTHER CRAFTING ACTIVITIES 

QUESTS 




THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





Most of the food you can cook isn't all that helpful, typically restoring 5-10 points of 
Health or Stamina- less than you'd receive from even the cheapest of Potions. Moreover, the 
ingredients are often the same price or more expensive than the resulting food, and can often 
be put to better use in Alchemy instead. 

However, for a new adventurer embarking on their travels across the realm and scrabbling 
to get by, cooked food is a way to recover a little health in a pinch. For those that wish to live 
as the Nords do, killing their own meats, harvesting their own vegetables, and cooking the 
resulting ingredients into a somewhat murky-looking stew; this is an authentic way to satiate 
hunger and fatigue. But for everyone else, Alchemy is a better bet, as it helps to advance your 
level and makes significantly better restorative items. . . 

. . .with one delicious exception: The Elsweyr Fondue is excellent. 


£ 

INGREDIENTS 

PRODUCES 

WEIGHT 

VALUE 

EFFECT 


Salmon Meat, 

Salt Pile 

Salmon Steak 

0.1 

4 

Restore Health 5 

□ 

I Garlic, Leek, Tomato, 

1 Salt Pile 

Tomato Soup 

0.5 

5 

Restore Health 1 0, Restore 

Stamina 1 0 


Cabbage, Leek, 

Potato, Tomato 

Vegetable Soup 

0.5 

5 

Regenerate Health 1/1 2 m, 
Regenemte Stamina 1/1 2m 


Venison, Sdt Pits 

Venison Chop 

2 

5 

Restore Health 5 

□ 

i Leek, Potato, Salt 

1 Pile, Venison 

Venison Stew 

0.5 

0 

Restore Stamina 1 5, Regenerate 
Health 1/1 2 m, Regenerate 

Stamina 1 /1 2m 


Approach a Cooking Pot to learn the 
recipe for Elsweyr Fondue. It requires: 

Moon Sugar, an extremely rare 
ingredient. Your best bet is to buy 
this from one of the travelling Khajiit 
Caravans. 

An Eidar Cheese Wheel. This is the full wheel of moldy white cheese- the sliced and 
wedge versions of the cheese won't do. You can't buy a full wheel in any shop, so keep an eye 
out for it when exploring towns, settlements, and other inhabited locations. 

Ale, found in most inhabited locations and sold in almost any inn or tavern. 

After gathering all three components, return to a Cooking Pot, activate it, and create the 
amazing Elsweyr Fondue (Fortify Magicka 1 00, +25% Magicka Regeneration, lasts 12 
minutes). This is by far the best non-Alchemic consumable you can craft. 



Cooking Recipes 


The following table shows every single Recipe you can make, including the ingredients and the 
effects of the food once mixed together. 


£ 

INGREDIENTS 

PRODUCES 

WEIGHT 

VALUE 

EFFECT 


1 Cabbage, Red Apple, 

| Soft Pile 

Apple Cabbage 
Stew 

0.5 

8 

Restore Health 1 0, Restore 

Stamina 1 5 

r 

1 Carrot, Garlic, Raw 
| Beef, Salt Pile 

Beef Stew 

0.5 

8 

Fortify Stamina 25/1 2m, 
Regenerate Stamina 2/1 2m 

C 

Cabbage, Leek, 

! Potato, Salt Pile 

Cabbage Potato 
Soup 

0.5 

s 

Restore Health 10, Restore 

Stamina 1 0 

□ 

| Cabbage 

Cabbage Soup 

0.5 

5 

ITestore Health 1 0, Restore 

Stamina 10 

□ 

| Raw Beef, Salt Pile 

Cooked Beef 

0.5 

5 

Restore Health 10 

□ 

1 Ale, Eidar Cheese 
| Wheel, Moon Sugar 

: Elsweyr Fondue 

0.5 

5 

Fortify Magicka 100/1 2m, 
Regenerate Magicka 25%/l 2m 

□ 

I Chicken Breast, 

1 Salt Pile 

Grilled Chicken 
Breast 

0.2 

4 

Restore Health 5 

n 

1 Horker Meat, 

| Salt Pile 

Horker Loaf I 

4 

Restore Health 10 

□ 

Garlic, Horker Meat, 
Lavender, Tomato 

Horker Stew 

0.5 

8 

Restore Health 1 5, Restore 

Stamina 1 5, Regenerate Health 

1/1 2m 

c 

| Horse Meat, Salt Pile 

Horse Haunch 

2 

4 

Restore Health 1 0 

n 

Leg of Goat, 

Soil Pile 

Leg of Goat 

Roast 

: 1 

4 

Restore Health 10 


| Mammoth Snout, 

1 Soil Pile 

Mammoth 

Steak 

2 

8 

Restore Health 1 0 


Pheasant Gfeast, 

Sol! Pile 

Pheasant Roast 

0.2 

4 

Restore Health 5 

D 

Raw Rabbit Leg, 

Salt Pile 

Rabbit Haunch 

0.1 

3 

Restore Health 5 


^ Mining 


NOT! Mining minerals and gems does not increase any skill 




Throughout Skyrim, there are 
a variety of natural mineral 
deposits, concentrated in ore 
veins. Extracting minerals and 
gems from these veins can make you a small amount of gold, but more importantly, it helps 
you gather raw materials for Smithing (which can save you a huge amount of money if you 
aim to craft your own items). In order to extract the ore, you first need a Pickaxe. You can 
purchase one from almost any Blacksmith or General Store Merchant, or find them (for free) 
in any mine. 

To mine ore, approach an ore vein with a Pickaxe 
in your inventory and interact with it. Typically, a 
vein produces around three pieces of ore before 
becoming depleted. Along with each piece of ore, 
you also have a 1 0 percent chance of extracting a 
(random) gemstone. 


Malachite 
Ore; among 
the rarest in 
Skyrim. 


Assaulting an ore vein 
with dual-wielded 
pickaxes is the quickest 
(and craziest) way to 
mine. 


v 


TIP Ore attack! Instead of activating an ore vein and waiting for 
your character to mine the ore, you can also attack the ore with a 
Pickaxe instead, which mines it at a slightly faster rate. Dual-wield Pickaxes for 
even faster ore removal, if you really must. 


Once mined, Ore can be sold for a (generally small) amount of gold, or Smelted down to make 
ingots (a slightly better way to earn money from your digging). 




TIP Have you exhausted all the veins in a mine? Then wait about a 
month, and the veins will reset and can be mined again. 


or 


A Mining Example: 

Orichalcum at Mor 
Khazgur 


After becoming Blood-Kin with 
the Ores of Mor Khazgur, enter 
the mine above their longhouse 
and pick up a Pickaxe from the 
table. Approach an Orichalcum 
Ore Vein and activate it. After a 
few seconds, you'll mine three 
pieces of Orichalcum Ore (each Weight 1, Value 20). Then use the Smelter just outside of the 
mine to smelt two pieces of Ore into an Orichalcum Ingot (Weight 1, Value 45). 


K 





Trt ^IderjScroIls V 

skyrTm 


TRAINING PART 2: CRAFTING 





NAME OF MINE AND LOCATION 


ORE PRODUCED 


Where to Mine? 

You can look for minerals in the wilderness of Skyrim's windswept Holds, though the best and 
most reliable sources can be found inside the realm's many mines. 

A few general plans if you plan to delve into mining: 

0 Keep a pickaxe handy. You never know where you might run into some valuable ore, 
whether out in the wilds or in the depths of a dungeon. 

0 Look for Mines. Many settlements have mines, which give you easy access to a specific 
type of ore. When you befriend the Ore Strongholds, you also get access to their rich 
Orichalcum and Ebony mines. 

0 Plan your return trip. Every in-game month or so, ore veins that have been depleted 
will replenish. Check back occasionally to strip them of their new ore. 

The Holds of Skyrim 

If you're scouring the landscape, here are some general tips for finding ore deposits: 

Ealkreath Hold (near Helgen and Riverwood) has a slightly higher concentration of Iron 
Ore veins than usual. 

The central tundra of Whiterun Hold is a good place to look for Corundum ore. 

More valuable ores (Gold, Silver, Moonstone, Oricalchum, and Quicksilver) are most often 
found in more extreme environments, such as deep in the mountains or along the northern 
coast. 

The Mines of Skyrim 

The following tables list the mines of Skyrim and the ores they produce. The first table is 
listed by mineral type, the second by location. Note that the settlements of Dawnstar and 
Karthwasten each have two mines. 


ORE DISTRIBUTION 


0 

MINERAL 

NUMBER OE MINES 

LOCATIONS 

□ 

Iron 

6 

Iron-Breaker Mine (Dawnstar), Left Hand Mine 
(Markarth), Redbelly Mine (Shor's Stone), Rockwallow 

Mine (Stonehills)", Whistling Mine 

□ 

Orfchalajm 

3 

Qushnik Mine (Dushnik Yal), Bilegulch Mine, M or Khazgur 


Silver 

3 

Cidna Mine (Moikorth), Fenn's Gulch Mine (Karthwasten), 
Sanuorach Mine (Karthwasten) 


Corundum 

1 

Dorkwoter Crossing 


Ebony 

I 

GloombotNiri Mine 


Gold 

1 

kolskeggr Min 


Moonstone 

1 

Soljund r s Sinkhole 


Malachite 

1 

SleomscoKh Mine (Kynesgiove) 


Quicksilver 

1 

Quicksilver Mine (Dawnstar) 


MINE PRODUCTION 



DofkwQter Crossing {GoWenrod Mine) Corundum 

Dawnstar (Iron-Breaker Mine) Iron 


Dwkwoter Crossing (GoWeraod Mine) Corundum 

Dawnstar (Iron-Breaker Mine) Iron 

Dawnstar (Quicksilver Mine] Quicks ilver 

Dushnikh Yol (Dushnikh Mine) Orichalcum 

Glcombound Mine Ehony 

Kortfmosten {Fenrr's Gulch Mine) Silver 

Karthwasten (Sonuaroch Mine) Silver 

Kolsfceggr Mine Gold 

Kynesgrave (Sfemnscorch Mine) Malachite 

Bilegukh Mine Otichakum 

Matkorth (trdna Mine) Silver 



Markarth (Left Hand Mine] 

Iron 


Mar Khazgur 

Orichalcum 


Shor's Stone (Redbelly Mine) 

Iron 


Sound's Sinkhole 

Moonstone 


Stonehills (Rockwallow Mine) 

iron 


Whistling Mine 

Iron 


£> Smelting 



NOTE Smelling ore and scrap metal into ingots does not increase 
any skill. 


Approach the domed Smelter ; withstand the great heat , and transform 
your Ore into ingots. 

You can purchase Ore from most blacksmiths, or mine it yourself if money is a concern. But 
what do you do with the Ore? 

Raw Ore isn't useful on its own, and doesn't sell for many gold pieces. However, if you bring 
your Ore to a Smelter, you can smelt the ore into metal ingots, which you can then sell for 
more gold pieces, or use to Smith your own weapons and armor. 

An Ebony Ingot; smelted from two 
clumps of Ebony Ore. 


TIP Make sure you Mine and Smelt the minerals you're proficient in 
making items with! 

Also, scour Dwarven Ruins in search of scrap metal. You can find a lot of 
loose metal lying around, and even more in the remains of Dwarven Automatons 
(such as Dwarven Spheres) once you've reduced them to scrap. Dwarven scrap 
can be smelted down into Dwarven Metal Ingots. This may cause Calcelmo, the 
Dwarven researcher in Markarth, a slight case of conniptions, but it increases 
their value significantly. Pick up everything you can carry and haul it back to 
town. You can forge weapons and armor with the ingots to rapidly improve your 
Smithing skill, or sell it to recoup the cost of other materials. 

NOTE Ingots cm be found in your Mlsc Inventory menu. 

Smelting Recipes 

The following table lists all of the available Smelting Recipes, and the type of Ingots produced 
by each. All of these recipes are available to you immediately; you just need the Ore or scrap 
metal required for them. 




4 


< 


TRANING 


THE INVENTORY 


OTHER CRAFTING ACTIVITIES 

THE BESTIARY QUESTS 


3^ 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





INGREDIENTS 

PRODUCES 

WEIGHT VALUE 


2 Corundum Ore 

Corundum Ingot 

1 40 


Large Decorative Dwemer Strut 

Dwarven Metal Ingot (2) 

\] 30 


Small Dwemer Plate Metal 

Dwarven Metal Ingot (3) 

1 30 


Bent Dwemer Scrap Metal 

Dwarven Metal Ingot (3) 

1 30 


Large Dwemer Strut 

Dwarven Metal Ingot (3) 

1 30 


Large Dwemer Plate Metal 

Dwarven Metal Ingot (3) 

jl 30 


Solid Dwemer Metal 

Dwarven Metal Ingot (5) 

1 30 


2 Ebony Ore 

Ebony Ingot 

1 150 


2 Gold Ore 

Gold Ingot 

1 100 


1 Iron Ore 

Iron Ingot 

1 1 


2 Orichalcum Ore 

Orichalcum Ingot 

1 45 


2 Quicksilver Ore 

Quicksilver Ingot 

1 60 


2 Malachite Ore 

Refined Malachite 

1 100 


2 Moonstone Ore 

Refined Moonstone 

1 75 


2 Silver Ore 

Silver Ingot 

1 50 


2 Iron Ore 

Steel Ingot 

1 20 


£►> Tanning 


NOTE Tanning animal hides into leather and leather strips does not 
increase any skill. 

Approach a Tanning 
Rack , and transform a 
wild animal hide into 
leather or leather strips. 

Tanning is a simple process; 
it allows you to transform 
animal hides into leather or 
leather strips. These can then 
be sold or used in your own 
Smithing. Larger pelts produce more leather... but are often more valuable as pelts, rather then 
broken down into their leather components. Therefore, it is wise to think twice before tanning 
everything you've skinned! 



INGREDIENTS 

PRODUCES 

WEIGHT 

VALUE 


Wolf Fait 

Leather 

2 

10 


Ice Wolf Pelt 

Leather 

2 

10 


Deer Hide 

Leather (2) 

2 

10 


Cow Hide 

Leather (3) 

2 

10 


Horse Hide 

Leather (3) 

2 

10 


Bear Pelt 

Leather (4) 

2 

10 


Cave Bear Pelt 

Leather (4) 

2 

10 


Sabre Cat Pelt 

Leather (4) 

2 

10 


Sabre Cat Snow Pelt 

Leather (4) 

2 

10 


Snow Bear Pelt 

Leather (4) 

2 

10 


Wood Chopping 


NOTE This manual labor Am not increase any skill 

Swing a Woodcutter's 
Axe, cleaving a small 
log in twain. Now 
repeat until you've had 
enough. 

There are a number of Wood 
Chopping Blocks throughout 
Skyrim, which allow you to 
execute this most simple of 
all Crafting exercises: chopping wood. For this, you need a Woodcutter's Axe, which can be 
purchased from almost any General Store Merchant, or found (for free) at any lumber mill. 
Simply approach the Wood Chopping Block, interact with it, and you begin chopping. For each 
chop, two pieces of firewood are added to your Misc Inventory. When you're finished, sell the 
Firewood to any lumber foreman for 5 gold per piece of wood. You won't get a better deal 
from any merchant. 

NOTE Chopping Firewood is a slow and methadkaf way to earn a tiny 
amount of gold. While it is something you can do eke out the lost 
few coins you need for a piece of armor, it's mostly just a little way of interacting 
with the world. You con also load lumber logs onto the wooden conveyor belt at 
lumber mills and watch as they're sliced with a vertical saw. This manual labor is 
free, just something to pass the time. 




TIP Keep an eye on value. Depending on your Speech skill, you may 
be better off selling a valuable pelt and then buying leather from a 
merchant, rather than tanning that same pelt into leather. 

Tanning Recipes 

The following table lists all of the available Tanning Recipes. All of these recipes are available to 
you immediately; you just need the hides for them. 



Lumber Mill Locations 

If you're determined to sell your firewood for the best possible prices, do so at the following 
locations, where you can speak to (and obtain payment from) the lumber mill owner or 
operator. Note that not all of these Lumber Mills have a Wood Chopping Block. 




Dragon Bridge 

Haafingar 


Solitude Sawmill 

Hoofingar 


Morthal 

Hjoalmorch 


Anga's Mill 

The Pale 


Rlverwood 

Whiterun 


7 




Mixwoter Mill 

Eastmarch 


Folkreotti 

Folkreath 


M-flioon Mill 

Falkrenth 


Helgen 

Folkreath 


Heartwood Mill 

The Rift 


S4 



The finder Scrolls V 

skTrTm 


& — 

< & TRAINING PART 2 : COMBAT, DEVELOPMENT, AND CRAFTIN G j^ > 

MMA DM mi EMI! Slum '■Wtf UllfMeMlW.tlM 





<$ TRAINING PART 3: 

ADVENTURING ACROSS SKYRIM 

This section looks at the broader aspects of adventuring in Skyrim. There's information on how Skyrim is segmented, so you can grasp how big it really is, and where you are within the realm. The 
different types of map locations are explained, so you know what kinds of enemies and challenges await you. Finally, there are a range of tips on mapping, what expect when exploring Dungeons, 
who there is to speak to in Skyrim and why, and lastly what Services, Areas of Interest, and Collectibles you should look for. 


g THE HOLDS OF SKYRIM __ B& 


Skyrim is divided into nine separate Holds: Haafingar, Hjaalmarch, The Pale, Winterhold Hold, 
The Reach, Whiterun Hold, Eastmarch, Falkreath Hold, and The Rift. Each of these Holds has a 
distinct atmosphere to it, from the Autumnal Forest of The Rift, to the Tundra Plains of Whiterun 
Hold, to the ragged and rugged Northern Coast of The Pale. The borders of these Holds can't 
be seen on your World Map, but they are present on this guide's maps. Wherever possible, 
cartographers have used rivers, roads, and treacherous mountains to separate Holds, so it's 
easier to find a location in this guide. 

Each Hold has a Capital City: Solitude, Morthal, Dawnstar, Winterhold, Markarth, 

Whiterun, Windhelm, Falkreath, and Riften. These are the nine shields (crests) that you can 
see on your World Map. While most Holds contain smaller towns and settlements as well, the 
Capital is always the most important and highly-populated location within the Hold, and also 
among the safest places to be (unless it's under siege during the Civil War, of course. . .). 

Habitations 

A city, town, or dwelling populated with citizens that are almost always neutral, if not civil and 
friendly towards you. 

Windhelm , Capital 
of Eastmarch 

Habitations range in size 
from a small group of Khajiit 
Caravaneers to the rugged 
majesty of Solitude, the 
sprawling capital of Haafingar 
Hold. Here, you're likely to 
find citizens in need of help 
(or at least a favor or two), rumors and scuttlebutt, tasks to accomplish, Quests to start, 
and interactions that test your social skills more than your skill at arms. The major types of 
Habitations are listed in this guide's Atlas. 

& Dungeons 

A location populated with hostile people or creatures that typically attack you on sight. 

High Gate Ruins , in 
The Pale 

A "Dungeon" is a place where 
exploration and combat can be 
had. It is an all-encompassing 
term for a location with few 
(usually no) friendly faces; a 
place where you must face wild 
animals, brigands, or worse. 
When you fully explore a dungeon, you usually leave with a reward that makes the harrowing 
trek worth your time and sanity. Dungeons vary widely in size, from small caves to massive, 
multi-storied ruins. Most have a high-level foe you most defeat (known colloquially as a 
"boss"), and some even have their own small Quests. Others are woven into the larger Quests 
that dominate your adventure. 


When you clear a dungeon (that is, explore it and defeat all of the major foes within), 
your map typically marks it as "cleared". Some locations cannot be cleared, and others can be 
cleared only under special circumstances. 

Most dungeons will repopulate over time. This can happen in as little as a week for a location 
you left midway through, and may not happen for a month or more (if ever) for a dungeon 
you have cleared. Note that your map will not indicate when a location has repopulated (once 
cleared, always cleared), so be careful- you may find enemies where you least expect them. 

[$> Other Locations 

There are also a large number of minor locations and encounters not flagged on your in-game 
World Map (though all of them are listed on this guide's map). These are Secondary Locations; 
usually small shrines, lost treasure chests, tiny campsites, dragon burial mounds, or other odd 
occurrences that you can stumble upon. There are also World Encounters, small events that 
occur randomly. This could be anything from a fox chasing some chickens, to a challenge from 
an Ore, to a Khajiit with a penchant for being economical with the truth.... 

<|X NOTE Ail of these locations are noted on this guide's maps, and are 
detailed in the Atlas. Although this guide's map is exhaustive, 
there are a number of scattered coses, satchels, and other loot hidden 
throughout this realm that are not shown. However, as there are much easier 
places to find identical items, these have not been flagged. 

£> Mapping and Movement 

NOTE The realm of Skyrim is vast and foreboding, and at times 

almost overwhelming- there are over 350 Primary Locations to 
discover! Although you can go where you wont, do what you want, and see what ^ 
you want, ft is worth considering the following plans to explore a location more 
logically: 

Plan 1 : The Base Camp: Use a location you've cleared out, or a location you know is safe 
(such as Riverwood) as a base camp until you're familiar with your surroundings. Learn how far 
a new location is from this "safe" place. 

Plan 2: The Landmarks: Look for landmarks when you travel. No matter where you are 
in Skyrim, you should be able to spin around slowly in a circle and spot two familiar landmarks 
to get your bearings. This is easiest in some Holds (such as Whiterun, with its capital and 
the towering Throat of the World mountain), and more difficult in others (such as craggy The 
Reach). However, once you know the locations around a big landmark, you can investigate 
other locations close to it without becoming lost. Also use smaller landmarks (such as roadside 
shrines, bridges, or signposts) to remember where you've been. 

Plan 3: Roads and Paths: You may be tempted to charge off into the wilderness, and this 
is perfectly fine. But to efficiently discover everything in the area of a Hold you're exploring, it 
is worth using the network of roads (cobblestones, with signposts) and pathways (tracks, goat 




j 


^TEAMING 


THE INVENTORY 


THE HOLDS OF SKYRIM 

THE BESTIARY QUESTS 




ATLAS OF SKYRIM 


APPENDICES AND INDEX 


trails, and even foot-tracked snow). These almost always lead you close or directly to a Primary Location. Follow the roads to make a circular trek around a Hold, then return and methodically search 
areas off this beaten track. 

Plan 4: Your Destination Marker: If you select an empty spot on the world map, you can place your own Destination Marker there. This is extremely useful when used in conjunction with 
this guide's Atlas, as there are close to 200 Secondary Locations, which don't show up on your World Map! Simply gauge where a Secondary Location is by comparing the World Map to the Guide 
Map, place the marker, and head there. 

Plan 5: Usethe Atlas: This guide has a sizable section revealing every single location in Skyrim. Reference the locations and maps in that giant chapter to help you on your way. 




DUNGEON EXPLORATION 


Finding Your Way 

Whether you're assaulting a ruined fortress filled with bandits or stealthily creeping through 
some long-forgotten crypt, Dungeons are at the heart of your adventuring experience. Although 
they may appear confusing at first glance, the winding tunnels and twisting corridors generally 
lead to a final chamber, where you must defeat a powerful foe to claim your reward. In Skyrim, 
many dungeons also have a secret exit or shortcut- a hidden passage, barred door, elevated 
tunnel, or dwarven elevator that leads back to the entrance. This allows you to exit a dungeon 
without having to traipse all the way back (although that's possible if you want to). 

Lighting Your Way 

Carrying a torch or employing 
a staff or spell to light your 
way makes the frightening 
darkness of dungeons a little 
less intimidating. Be sure to 
have a light source tagged as 
a Favorite so you can quickly 
switch between it and your 
combat weapons as needed. 

Khajiit and Vampires can call on their Nighteye Power to see in the dark without a light 
source, allowing them to more easily slip through the darkness undetected. 

The positions of lanterns, torches, and braziers inside dungeons is also worth noting, as 
they are almost always visual cues that coax you in the correct direction. If you're lost, look for 
these light sources to guide you on your way. 

3> Dungeon Puzzles 

Many dungeons were sealed for a reason- they contain the dormant (and often undead) 
remains of a once-powerful entity. To protect these tombs from grave-robbers and brigands, the 
ancient Nords concocted a number of puzzles to flummox and foil the unwary. The same is true, 
but on a far grander scale, inside Dwarven Ruins. Here is what you can expect: 

Switches, Levers, Chains, and Handles 

If you're stuck in a chamber, look for any of these devices to open the doors, gates, and 
portcullises that prevent your progress. Chains are usually the most difficult to spot, hanging 
on a gloomy wall. Sometimes, these must be triggered in a specific order to open the path 
forward. 

Nordic Puzzle Door 

A series of concentric metal 
rings are embedded in an 
impenetrable door, each 
embossed with three animal 
glyphs. Explore the dungeon to 
find the Dragon Claw associated 
with the door- a precious 
artifact that holds the key to 
this puzzle. In your inventory, 
inspect the palm of the claw to find the solution to the door. Line up the three animals glyphs in 
the correct order, then activate the central 'keyhole' with the Dragon Claw to unlock the door. 



• MINOR SPOILERS 



Nordic Puzzle Pillars and Petroglyphs 



Many chambers require you 
to rotate two or more stone 
pillars to face the correct 
direction in order to open a 
path forward. These pillars 
have been inscribed with a set 
of animal petroglyphs on them, 
which correspond to anotherr 
set of glyphs somewhere in the 
surrounding chamber. Match the two sets of animal carvings to solve the puzzle. 


Rotating Walls 



fclm 

■ 

— - k 

*V 

: i J 

1 

v ll -l 

A / 

\ & 

V. 


\ ' 

J 

A 


A 

1 V 

r 


. } j 


Stone walls controlled by a 
hidden mechanism can rotate 
to open or close paths in a 
dungeon. When you encounter 
them, look for a set of Nordic 
Puzzle Pillars, or a lever, chain, 
or switch you can use to open 
the way forward. 


Dwarven Puzzles 



Long ago, the ancient Dwarves 
constructed immense clockwork 
mechanisms and complex 
steamworks. The ruins of this 
long-lost race still yield a variety 
of intricate and unique puzzles, 
from trying to stop the flow of 
poisonous gas into a chamber, 
to carefully aligning a system of 
mirrors in an Oculory, to inserting an other-worldly key into a strange slot. In some cases, you 
may need to find the "key" object beforehand, or your progress will be limited at best. 


Other Puzzles 



There are occasionally 
other puzzles that are more 
complicated, requiring a Shout 
or other technique to solve. 
These are duly noted. 


/ A/* 

TIP Every single Puzzle has a solution; check the Atlas location of the 
Dungeon in question, or the Quest you've embarked on, for more 
details. 




The Older Screws V 

skyrTm 


TRAINING PART 3: ADVENTURING ACROSS SKYRIM 

HttsatfiM 








^ Traps and Triggers 


Dungeon exploration would be nowhere near as terrifying without the tension of possibly 
stumbling over a tripwire and being pin-cushioned by a dozen rusty darts! Throughout your 
adventure, expect to run into, step on, or trigger any of 25 different traps, using one or more of 
four different trigger mechanisms. The following chart lists every major type of Trap and Trigger, 
along with advice on how best to avoid them. 

Note that most traps have a small chance of infecting you with a random disease. It might be 
worth keeping around a cure disease potion just in case. . . 

The infamous Oil Lamp Trap: Turn 
the burn on your enemies , if you're 
quick and clever ! 




Bear Trap 

Average 

Nuisance 

Bandit Camps, 
OuldooFs 

Watch where you step! Bear traps are often hidden in the boshes or under law grass, ready to snap if you aren't careful You can often Jure enemies into stepping an 
them. Interacting with the trap will also allow you to dose or open them . 

Battering Rom 
Trap 

High 

High 

Nordic Ruins 

Talk about o headache ! Battering Ram traps cover a long arc, and ot higher levels, can kill you or your foes in a single hit. Look out far the triggers that set Ibem off, and 
keep on eye on the ceiling for them. Lure enemies into them ta take them out in one shot. 

Bone Atom Trap 

None 

Nuisance 

Bandit Camps, 

Forsworn 

Redoubts 

Bone Alarm traps don't do any damage, but alert enemies to your presence. If you aren't sneaking anyway, they won't make much difference. If you are, watch your step 
and try to avoid them if yoa can. Shooting them with a how will draw unaware enemies to them, allowing you ta set up an ambush. 

Dorr Trap 

Average 

Average 

Nordic Ruins, 
Dwarven Ruins 

The ^osf common kind of trap, dart traps are also among the most avoidable. Even if you trigger them by Occident, you con often fust jump out of the way ta minimize 
the damage you take. They deed c small amount of poison damage. 

taveti 

Bollista Trap 

High 

Law 

Dwarven Ruins 

Dwarven Bdlistos shoot a large bolt that explodes on impact, doing massive damage to anything in the blast radius. Functional baliislcs ore extremely rare, and often 
something you can turn ta your advantage- look far a volve or lever you can use to turn the trap on your enemies. 

Dwcrvea Fire 
Pillar Trap 

Average 

Average 

Dwarven Ruins 

Initially resembling a pressure plate, Dwarven Fire Pillars rise from the ground and rotate, spewing gouts of flame. Spotting these traps in advance is key to avoiding them. 

Dworvee Piston 
Trap 

None 

Nuisance 

Dwarven Ruins 

Dwarven Pistons shove anything in front of them away. They don't do any damage, but they hit hard, and have a habit of pushing you (or your enemies) into something 

nasty. 

Dworven 

Thresher 

Average 

High 

Dwarven Ruins 

Dwarven Threshers are a pair of whirling blades that rise from the floor, sometimes remaining in place and sometimes moving along a track built into the ground. Often 
appearing in narrow corridors, they are highly dangerous, capable of killing you, your followers, or your enemies with o few solid hits. If you see one, get out of the way! 

Explosive Gas 
TiOP 

Average 

Low 

Nordic Ruins, 
Caves 

See that ripple in the air? It might be a cloud of flammable, explosive gas. Put away your torch, keep your Flames spell in check, and you shouldn't have any problems 
with them, Explosive Gas is extremely rare. 

Flail Trap 

High 

Average 

Bandit Camps 

Also fairly rare, Flail traps tend to be located on the ceiling, ready to drop a large, spiked sphere into your head. If you see it coming, back away- once the trap has come 
to a full and complete stop, it's harmless. , 

Flamethrower 

Trap 

Average 

Average 

Any Dungeon 

Often built into the mouths of Nordic dragon statues or set into pressure plates, flamethrower traps are a threat most adventurers will see from time to time. Because their 
flame travels in a narrow, focused beam, your best bet is to quickly stop out of the way and let the trop subside. 

Magic Caster 
Trap 

Varies 

Varies 

Any Dungeon 

Magic Casters consist of a runed pedestal powered by a Soul Gem. When triggered, the Soul Gem casts a preset spell, which could be anything bom Flames to Ice Storm. 

If you can't avoid the trap altogether, you can disarm it by removing the Soul Gem- taking it directly works, but you can also hit it with an arrow from a safe distance, or 
grab it with Telekinesis. ^ 

Mammoth Skull 
lrap 

High 

Low 

Any Dungeon 

When triggered, this huge mammoth skull swings forward on its support ropes, slamming into anything in front of it with lethal force. This trap tends to be easy to spot- 
you can't exactly overlook a giant mammoth skull- so it's rarely much of a threat to you, though you can lure your enemies into it. 

Oil Lamp Trop 

Low 

Law 

Nordic Ruins 

The oil lamp itself isn't usually a problem. It's the pool of oil that often sits under the lamp that you should keep an eye on, and lure your enemies into if possible. Then hit ; 
or shoot down the lamp to set the oil ablaze. They m often friggeree by tripwires, bur shooting or attacking them will also cause the lamp fc drop. 

Oil Pool Trap 

Average 

Low 

Any Dungeon 

Oil Pods are easily turned against your foes- just lure them into the oil and light it with any fire source. Oil Lamp traps are often conveniently nearby, but lacking one of 
those o flames Spell, or fire Atronnch will work just as well. 

Poison Gas Trap 

Average 

Average 

Dwarven Ruins 

Poison Gos does steody damage over rime if you stand in it. When you find a patch of poison gas, look around for a way to turn it off. Failing that, make a run for it, 
using a Healing spell or motions to keep your health up. The Clear Skies Shout can also be used to disipate the gas. 

Rockfall Trap 

Average 

Average 

Bandit Camps, 
Nordic Ruins, 
Mines, Caves 

Rockfall traps are fairly rare, but the sheer number of rocks they contain can make them a threat if you're standing in the wrong place. If you see one, your best bet is to 
get out of the way. 

Rune Trap 

Average 

High 

Any Dungeon 

Rune Traps look much like the Fire, frost, and Shock Runes that you can place with the Destruction spells of the some name. And like those spells, these traps pock a quite 
a punch, exploding automatically if you get close enough. Your best bet is to lure an enemy to run across them and set them off. Failing that, you can shoot them with a 
spell to set them off, but keep your distance. 

SpearTrap 

Average 

High 

Any Dungeon 

A single spear trap is no threat. . . but spear traps tend to come in groups of five or more, lashing out unexpectedly from the floor or walls. Your best bet is to look for the 
ports from which they emerge and try to avoid selling them off in the first place. 

Swinging Blade 
Trap 

Average 

Average 

Nordic Ruins 

Blade traps often appear in sets in long, narrow hallways. They're usually easy enough for you to dodge, although enemies (and your followers) have a harder time, 
making them a great kill zone. When you're ready to go through, tell your follower to stay behind, time yp ran carefully, and look For a lever on the far side to disable 
them. ' ^ _ l 

Swinging Well 
Trap 

High 

High 

Any Dungeon 

Swinging wall traps are fast, lethal, and sometimes hard to distinguish from other wood or meto! beams in a dungeon. If you notice o freestanding beam that doesn't 
quite reach the ceiling, be careful. And fry to snore an enemy with it if possible- few things are as satisfying as watching them get hurled into the wall by this trap. 

Hinge Trigger 

None 

Varies 

Any Dungeon 

Find a suspicous-looking chest or door? Then look for this little metal hinge and wire on the side. Carefully activate it, and you can pick its lock to safely disable it before 
opening the object it was attached to. You can also hit it with on attack from a distance to break it and set off the trop in (relative 

Pressure 

Pedestal 

None 

Varies 

Nordic Ruins 

If you see a flat-topped pedestal with a tantilizing item on it, be careful- it could be a pressure pedestal trap. If the pedestal isn't weighted down, a trap will be set off. 

Grab the item from a distance (Telekenesis is great for this), or drop something else on the pedestal to keep it weighed down. Or just grab the item and run for it. 

Pressure Plate 

[None 

Varies 

Any Dungeon 

By far the most common trap-triggering mechanism, Pressure Plates can be found in almost any dungeon- just look for suspicious raised stones and ovoid them. Or take 
the Sneak skill's Light Foot perk to avoid setting these off aJtagalhsr. 

Tripwire 

None 

Varies 

Any Dungeon 

See a low-lying white wire? That's a tripwire, leap over it or skirt around it to ovoid setting it off. Or edgs Forward very carefully to see what happens when it breaks. You 
can also interact with the tripwire to disarm it. Tripwire-triggered traps only fire once. 


NOTE Throughout the Quesl and Atlas Chapters, Traps are mentioned when they are o major obstacle, or block your path to finishing an Objective or location 
walkthrough. However, due to their sheer number, Traps are not tracked In this guide. 




«! 


TRANfNG 


sSJ 

THE INVENTORY 


THE HOLDS OF SKYRIM DUNGEON EXPLORATION 

THE BESTIARY QUESTS 




ATLAS OF SKYRIM 


APPENDICES AND INDEX 






OTHER SITES OF INTEREST 




& Dragon Mounds 

Dotted across the fells and forests, the plains and snowlines of Skyrim are strange circular 
mounds, surrounded by a scattering of standing stones. These are actually ancient dragon burial 
mounds; the final resting place of these creatures when they were slain centuries ago. But 
now, the Dragons are back! Alduin the World-Eater, a terror out of the most ancient legends, 
has returned to Skyrim, and over the course of the Main Quest, he opens these mounds and 
resurrects the dragons within, calling them forth to wreak havoc once more ! 

Mow Dragon Mounds Open 

There are 22 Dragon Mounds scattered throughout the nine Holds of Skyrim. When you 
encounter one (all are listed in the Atlas, and marked on the Hold maps), it will be in one of 
four states. Over the course of the Main Quest, these mounds gradually open, releasing the 
dragons trapped within. 

State I : Dormant 

Each Dragon Mound opens in response to a specific objective in the Main Quest. Before that 
point, the Dragon Mound is dormant. The ground is covered, and the site could easily be 
mistaken for an ancient Nordic burial mound, as the two are quite similar. 

State II: Deserted 

As the Main Quest develops, you may find some mounds that have been opened, but have no 
dragon nearby. That is, Alduin has visited this site, resurrected a dragon from the mound, and 
both creatures have flown away. There is little for you to do here. But look around carefully- 
you may well spot the dragon at a nearby Dragon Lair! 

State III: Awakened 

As the Main Quest goes on, you will find more and more mounds in this state. Alduin has visited 
the site, resurrected the dragon from the mound, and flown away. Meanwhile, the reborn 
dragon remains here, gathering its strength and waiting for a chance to strike. Slay the beast 
and claim its soul to unlock your power as Dragonborn! 

State IV: Resurrection 

And in a few cases, if you stumble across just the right mound at just the right time, you may 
encounter Alduin himself! If you watch, Alduin will resurrect the dragon before your eyes, then 
fly off to his next destination. Attack, and Alduin roars into the skies, mocking you, before 
making his escape (he cannot be harmed). Meanwhile, the resurrected dragon will turn and 
attack! If you miss this opportunity, the mound will change to State III, with the newly- 
resurrected dragon remaining near its mound until you arrive to challenge it. 

Dragon Mound Stages Chart 

The following chart lists (by Hold) all of the Dragon Mounds, when they are opened, and what 
state the mound will be in when it opens. 


a 

NAME OF DRAGON 
MOUND 

5 

STATE 

DRAGON 

MAIN QUEST NOTES 

□ 

[2.C] Dragon Mound: 
Korth River Forest 

Hjaol march 11 

No 

Opens during Act II: Diplomatic 
Immunity 

□ 

[2.G] Dragon Mound: 
Robber's Gorge Bluffs 

Hjaalmarch III 

Yes 

Opens during Act II: Diplomatic 
Immunity 

□ 

[2.P] Dragon Mound: 
Lnbyrinltiian Peaks 

Hjaolmorch 11 

No 

Opens during Act II: Elder 

Knowledge 

□ 

[3.D] Dragon Mound: 
Sea Shore Foothills 

The Pale ^ Ilf 

Yes 

Opens during Act II: Elder 

Knowledge 

□ 

[3.M] Dragon Mound: 
Shimmermist Hills 

The Pale Elf 

Yes 

Opens during Act II: Eider 

Knowledge 




I [3.0] Dragon Mound: Th p . 
! Yorgrim Resurrection 


□ 


[5.B] Dragon Mound: 
ReothwaTer Pass 


The fi 


Yes 


Opens during Act II: Elder 
Knowledge, Visit this location 
before Act If: Alduin's lane is 
complete in order to witness the 

resurrection! 

Opens during Act II: Elder 


□SR*"* » 

□sr* “ * 


Yes 


Opens during Act II: Elder 


Opens during Act II: Alduin's Wall 




Yes 


Opens during Act II: Alduin's Wall. 
Visit this location before Act II: 
Elder Knowledge begins in order to 
witness the resurrection! 


□ 

□ 


[6.K] Dragon 
Mound: 

Resurrection 

[6,0] Dragon Mound: 
I Lone Mountain 


Whiterun Hold IV 


Opens during Act II: Diplomatic 
Y I mmunity. Visit this location before 
s Act II: Alduin's Wall begins in order 
to witness the resurrection! 


Whiterun Hold III Yes Opens during Act II: Alduin's Wall 


□ 

z 

□ 

□ 

□ 


[7.H] Dragon 
Mound: Kynesgrave 
Resurrection 

[71] Dragon Mound: 
Bonestrewn Crest 

[7.N] Dragon Mound: 
Witchmist Grove 

[7 J] Dragon Mound: 
Mzufft Foothills 

[8.A] Dragon Mound: 
Bilegulch Ridge 


Eastmarch IV Yes 


Opens during Act I: A Blade in the 
Dark. You will visit this kalian 
during Main Quest: A Blade in the 
Dark, witness the resurrection, and 
kill resurrected dragon. 


Eastmarch II No Opens during Act I: Dragon Rising 


Eastmarch II No 


Eastmarch II No 


Opens during Act I: The Way of 
the Voice 

Opens during Act I: Dragon Rising 


Falkreath Hold II No Opens during Act II: Alduin's Wall 


□ 


□ 

□ 

□ 


[81] Dragon Mound: 
Evergreen Woods 


Falkreath Hold 


I II Yes Opens during Act II: Alduin's Wall 


[8.AI] Dragon Mound: 
Bloodlet Peaks 


Falkreath Hold IJ No Opens during Act II: Alduin's Wall 


□ 


[9.F] Dragon Mound: 
Autumnwatch Woods 

[9.M] Dragon Mound: 
Autumnshode Woods 


The Rift 


No 


Opens during Act II: Diplomatic 
Immunity 


The Rift 


Opens during Act I: Bleak Falls 
N0 Barrow 


[9.Q] Dragon Mound: 
Lost Tong ue Pass 


The Rift 


No 


Opens during Act II: Diplomatic 
Immunity 


SB 



Trs. B'.dur V 

sITyrTm 


TRAINING PART3: ADVENTURING ACROSS SKYRIM “ Z 

Ulflitil suits jiijij! wiwv amBJMB.mM 



TIP Want to face a dragon, or see Alduin before he flies away? Then 
simply complete your current Main Quest, consult this chart, and 
head off to find any mounds that have triggered. 


Standing Stones 



Throughout the wilderness of Skyrim, you can find thirteen of these ancient and powerful 
standing stones. Etched into each is the sign of one of the major constellations known 
throughout Tamriel. Touch the Stone, and you can choose to receive its blessing. You'll focus 
the stone, and a bolt of pure magic arcs to the heavens. This blessing is now permanent, until 
you visit a different Stone and receive its blessing, which supersedes the previous one. You may 
only have one blessing at a time. Standing Stones can be divided into two major sets: 4 Skill 
Improvement Stones, and 9 Other Stones. 

Skill Improvement Stones 



The Warrior 


The Mage 


Stone: 


Stone: 


Located at 


Located at 


The Guardian 


The Guardian 


Stones 


Stones 


(Falkreath 


(Falkreath 


Hold). Combat 


Hold). Magic 


skills increase 

20% faster. 

The Thief • 


skills improve 
20% faster. 



r M itt&y, M 




Stone: 


The Lover 


Located at 

fj gjjflKk V. 

Stone: Located 


The Guardian 

f 3 iff 'i W^- 

in The Reach. 


Stones 

a i. 7 > -i 

All skills 


(Falkreath 


improve 15% 

ML f «j| 

Hold). Stealth 

./CM 

faster. 


skills increase 

20% faster. 




Four Standing Stones - Warrior, Thief, Mage, and Lover - increase the rate at which your Skills 
improve. The choice to use or not to use these stones is more important than you may think. 

Accept one of these Stones' Blessings if: 

You crave high-level spells and perks, and want access to them as quickly as possible. 

You want to trek through high-level Dungeons (such as Dwarven Ruins and Dragon Priest 
crypts) as soon as you can. 

You're trying to maintain a second set of skills that you don't use as often: For example, 
your primary focus might be as a warrior, with a secondary interest in stealth. You may want to 
take the Thief Stone just to help your stealth-based skills keep pace. 

You want to quickly increase a skill or set of skills that you haven't used before, or 
that you've neglected: For example, if you decide to add Restoration Spells to your Warrior's 
repertoire, or want to pick up some Illusion Magic to complement your Thief's skills, the Mage 
Stone will help you master them more quickly. 


Resist these Stones' Blessings (and choose one of the other stones) if: 

You want to make your adventure as long and rewarding as possible, and want to see 
and do everything you possibly can in Skyrim. Your adventure is most entertaining when you're 
below Level 50. Impatience isn't rewarded.... 

You're more interested in experimenting with the dramatic and varied effects that the 
other Stones can have on your style of play, rather than accepting these 'hidden' bonuses. 

<|p NOTE A few points to remember: 

The Warrior, The Moge, and The Thief Stones provide bonuses to 
skill growth in their respective skills, while the Lavers Stone provides a slightly 
smaller bonus to skill growth in oil skills. This is great if you like to try a little 
of everything, or have a character that draws heavily on skills across multiple 
disciplines. 

Don't expect to crush your foes just because your skills increase more 
quickly. In fact, these Stones may make your adventure slightly more difficult, 
since you'll have less time per level to find ond upgrade your equipment and 
master advanced combat tactics. 

Don't fee! locked in' to any particular Stone blessing. If you wont to try 
out one of the others, you con always change bock later - just fust-travel buck to 
your Stone of choice ond touch it again. It's that simple. 

Other Stones 

The Apprentice Stone: Located in Hjoalmarch Hold. 
Recover Magicka twice as fast; twice as vulnerable to 
magic. 

This Stone offers a slightly risky option for Mages who find 
themselves running out of Magicka too frequently, or for Battlemages 
who don't want to sacrifice the protection of their armor for the 
Magicka Regeneration bonuses of mage robes. The weakness to 
Magicka is a real liability - especially in Warlock or Vampire dungons, 
where almost all of your foes cast spells - but it can be offset by having a summoned creature 
or Follower to help soak up the damage. For Bretons, this weakness is also offset by your racial 
Magic Resistance, making it much more palatable. 

The Atronach Stone: Located in Eastmarch 
Hold. 50 extra points of magicka, 50% 
absorb spells , -50% magicka regen. 

This gives you the benefits of two of the best racial 
abilities - the High Elves' Highborn Magicka and the 
Breton's Dragonskin (as a constant effect) - with the 
huge drawback of halved magicka regen. You can easily 
offset or overcome this drawback by equipping mage 
robes or other items that increase your magicka regeneration rate. 

The Lady Stone: Located in Falkreath Hold. 
Regenerate Health and Stamina 25% faster. 

This is a solid, effective choice for offensive Warriors. 
The bonus isn't spectacular, but it will give you more 
staying power in combat. It's also an excellent choice 
for Vampires, as it can offset your Health and Stamina 
regeneration penalties while in sunlight. 


The Lord Stone: Located in The Pale. 50 points of 
damage resistance , 25% magic resistance. 

This grants you two excellent resistance bonuses in one! The 
damage resistance bonus is the equivalent to 50 points of armor, 
which is like giving your robed mage a Daedric Cuirass (and makes 
an already well-armored warrior even more resilient) ! The magic 
resistance bonus is also solid, cutting spell damage by a quarter. 
Overall, this is a good choice for any character who wants to shore up 
their defenses. 






$ 




TUNING 


THE INVENTORY 


OTHER SITES OF MSI 

THE BESTIARY QUESTS 




ATLAS OF SKYRIM 


APPENDICES AND INDEX 



The Ritual Stone: Located in Whiterun Hold. Raises all 
dead around you to fight for you. 

Arguably the most entertaining, as well as one of the most useful 
blessings, the Ritual Stone grants you a Power that raises all the 
dead around you - from the mightiest Draugr Deathlord to the 
lowliest Chicken - and causes them to fight for you. Useful in a wide 
range of situations, this Power really shines in the large-scale battles 
at the end of many dungeons, where you can find yourself quickly 
raising 5-1 0 corpses to take on their former allies! 

The Serpent Stone: Located in Winterhold Hold. 
Paralyze the target for 5 seconds , and do 25 points 
of damage. 

Paralyze is a useful ability to have on hand, allowing you to quickly 
score multiple hits on a foe before they can recover, take one enemy 
out of the fight so you can deal with others, or simply buy yourself a 
few seconds to retreat and regroup. It's especially useful when fighting 
individual, high-level foes. However, you can achieve the same effect 
with a spell or poison, so this Power may be less useful at higher levels once you have other 
options at your disposal. 

The Shadow Stone : Located in The Rift. Invisibility for 
60 seconds. 

This Power is exceptionally useful for a stealthy character- it can 
be invoked instantly, silently, with no Illusion Skill or casting time 
required. You can achieve the same effect with a spell - and you 
definitely want that spell - but even after obtaining it, the Shadow 
Stone's Power can still be useful to keep around as a back-up. 




The Steed Stone: Located in Haafingar Hold. Carry 
weight + J 00, no movement penalty from armor. 

Although this blessing doesn't bring you the instant gratification or 
protection of those that help you in combat, it is worth considering 
the Steed Stone's ability if you rely on Heavy Armor: you'll appreciate 
the extra mobility and Carry Weight it affords you. It's also worth 
trying this ability before taking the Conditioned (Heavy Armor) or 
Unhindered (Light Armor) Perks- you may even want to take it 
instead of those perks, and select another perk instead. 




The Tower Stone: Located in Winterhold Hold. Unlock 
any Expert level lock I or lowerj once per day. 

f you constantly find yourself out of Lockpicks, a simply don't 
enjoy Lockpicking, the Tower Stone's Power will help you open one 
locked door or treasure chest per day. For everyone else, there are 
more useful abilities to choose from. 


NOTE Standing Stones ace all Primary Locations, and their locations are 
shown throughout the Atlas of this guide. 



SHADOWMARKS 



A strange rune on a building in Solitude. It has a meaning to those in the know. 

Eagle-eyed adventurers may notice that some locations across Skyrim are marked with strange glyphs. Unbeknownst to most, these 
runes are actually symbols used by the Thieves' Guild to indicate locations that members feel are particularly wealthy targets, safe, 
dangerous, or have inhabitants that may be helpful or problematic. These symbols are known as Shadowmarks. In order to learn 
more about Shadowmarks, search the Thieves Guild for a book written by Delvin Mallory called Shadowmarks, which lists all of the 
markings that the Thieves Guild uses. For more information on Shadowmarks, see page 222. 



BOOKS 


Voracious readers will be pleased to learn that a wealth of knowledge can be found in dozens 
of different books. These fall into one of five general categories: 

Skill Books 

The Doors of Oblivion I Conjuration ), one of only five 
copies of this rare book. 

When read, these books increase one of your skills by a single point. 
There are five different Skill Books books associated with each skill 
(meaning 90 different book titles), but multiple copies of each book 
(usually 3-5 each), bringing the total number of Skill Books to well 
over 400. However, you only receive a skill increase the first time you 
read any particular title- rereading that book, or any of its copies, has 
no further effect. This means you can only use Skill Books to increase each skill by a maximum 
of five points. 


For example: Those interested in the Sneak Skill should look for the following books: Three 
Thieves (four copies), 2920, Last Seed, v8 (four copies), Sacred Witness (four copies), Legend 
of Krately House (three copies), and The Red Kitchen Reader (five copies). This means there is 
a total of 20 Sneak Skill Books, and five points you can add to your Sneak from reading the 
first copy you encounter of each tome. 

£§> Spell Tomes 

Spell Tome: Ice Storm ( Destruction ), which can be 
found in the world or purchased from select vendors. 

Spell Tomes are books of magic with the sigil of their school embossed 
on the front cover. When you read them, the book is consumed, and 
you instantly learn the spell it contained. If you later find another copy 
of the same Spell Tome, sell it, as it isn't of any use to you anymore. 
Spell Tomes can be purchased from a few select vendors, the Court 
Wizards in each of the Major Hold Capitals, and the mages of the 
College of Winterhold. You can also find Spell Tomes randomly in dungeons. 




60 



Trt 6 :der Scrolls V 

SKY RIM 


TRAINING PART 3: ADVENTURING ACROSS SKVRIM 




wtuTiimm^uiuT 





£►> Functional Books 

Lost Legends of Skyrim hints at an ancient mystery. 

Functional Books describe actual locations, legends, or mysteries to 
be discovered in the wilds of Skyrim. When read, they add locations 
to your World Map, and might trigger a Quest or Objective related to 
the contents of the book. There are four of these types of books, each 
with several copies. Once you've read one copy, you never need to 
read another copy of the same book, as the information is identical. 

Common Books 

The Lusty Argonian Maid , v2, one of only three copies 
of this scandalous work. 

There are wide variety of other books in Skyrim. They provide stories, 
histories, advice on battle, fiction, and many other types of reading 
material to add a little flavor to your adventure. Many of these books 
provide interesting asides to locations you visit. However, none of 
these books grant you any kind of bonus; they are simply there to be 
read. Across Skyrim, there are 21 5 different books to read (or collect, 
if you like). Some are quite common, while others are rare and valuable. 


Notes and Journals 

A Note from Falk Firebeard of Solitude, delivered 
by courier during Side Quest: The Wolf Queen 
Awakened. 

In addition to books, there are a wide variety of notes and journals 
used throughout your adventure to convey shorter or more personal 
messages, from the important to the trivial. Some are given or found 
during Quests, while others can be picked up in houses and dungeons. 
Quest notes are listed in the appropriate Quests, while most other 
notes simply aren't important enough to be tracked in this guide. But they're all worth a read, 
if you have the time. 

NOTE Sample locations of every Functional and Common book are 
shown in the Inventory Chapter (page 70). The two easiest 
locations to find every type of the Skill Book are also presented in the 
Appendices, as well as across the Atlas. 






IMPROVING YOUR STANDING IN SKYRIM 



£> Quests 

Quests are a series of related objectives that make up a single mission or story. These range 
from the simple to the epic, and a large amount of this guide is spent detailing every single 
one of them! In game, the Quest Journal tracks all of your current and former quests, while the 
General Stats page keeps a count of how many quests you've completed. Remember that there 
are dozens of Miscellaneous Objectives, Favor Quests, and World Encounters and Interactions to 
discover as well. Every single Quest is documented later in this guide. 

TIP The Quest Target Marker is exceptionally useful, and you should 
always keep the target for your current quest(s) turned on. 

Remember to set your Quest or Objective 'Active' first, then highlight the quest 
and press 'Show on Map' to display the World Map centered on the location you 
need to reach. The Marker will also appear on your compass to guide you. 


Making friends has a number of useful benefits: 

0 Your friends will often be willing to help you in return. 

0 They will occasionally give you gifts. 

0 They may allow you to take items from their house, shop, or market stall without paying 
for them (you'll notice that many items are no longer marked 'steal'- help yourself!). 


0 They're willing to put you up for the night- when in their home, you are no longer 
trespassing, and you can sleep in any bed they own. An unscrupulous 'friend' could take 
advantage of this hospitality to rob them blind. . . 

0 Some may even be willing to join you on your adventure if you ask! Consult the 
Followers list later in this section for details. 


NOTE Completing Favors for the inhabitants of a Hold also wins you the 
attention of the Jarl. Complete the Jorl's Quest or Favors, mi you 
will be granted the title of Thane. Thanes are granted the services of a Housecarl 
(see Followers, page 62), and receive more lenient treatment for crimes they 
commit (see Crime, page 39). You can become the Thane of any or all of the 
Nine Holds. 


3> Houses 


Buying a House 

When the time comes to establish yourself as more than just a wandering dragon-slayer, you 
can put down roots in any (or all) of Skyrim's Major Capitals by purchasing a House. You can't 
just saunter into town with a hefty bag of gold and demand a dwelling, though: you must first 
win the trust of the Jarl. Speak to them and complete the Quests or Favors they assign until 
you earn their friendship and permission to buy a house in the city. For more details on what 
you need to do, see the appropriate Thane Task in the Favors section (see page 404). 


Remember, the Civil War affects who controls each of the CAUTION 
five major cities. If your faction takes control of a city, you 
can be sure the newly-installed Jarl will reward your efforts, and may give you 
permission to purchase a house immediately! 


With the Jarl's approval, you can now approach the Steward (who is usually nearby) and 
ask about purchasing a home. The price is displayed (and is non-negotiable). Pay the Steward, 
and you receive the key to the dwelling. 



Decorating Your Property 

Once you've purchased a house, you can leave it in its current (usually sparse and cobwebbed) 
state, or speak to the Steward again to begin decorating it. Each house comes with a 



Favors and Friendship 

When visiting a city, town, or 
settlement, take a moment to 
speak with everyone you meet. 
In addition to learning more 
about the area, they often 
have a Favor or other task 
they could use your help with. 
Complete it, and they react 
to you much more favorably. 
Keep this up among folks in the same settlement, and you'll soon hear the guards mention your 
pleasant reputation. Consult the Miscellaneous Objectives and Favor Quest chapters, beginning 
on page 392, for a list of the huge number of favors you can perform. 


«/ 




SHADOWMARKS BOOKS IMPROVING YOUR STANDING IN SKYRIM 


% TRANING 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




Home Decorating Guide that describes the options available to you, so you can make an informed decision about which furnishings to purchase. In addition to purely cosmetic items like chairs or 
cupboards, decorations also include useful items like crafting stations, weapon racks, mannequins, and bookshelves. Simply return to the Steward, buy the decorations you want, and when you 
return to your house, they have been installed. 

Benefits of Home Ownership 

Owning a house gives you a variety of useful benefits: 

0 It gives you a convenient base of operations in the city, with a number of easily accessible crafting stations and a bed you own (for the Well Rested or Lover's Comfort bonuses - see 
page 36). 

0 You can store any weapons, armor, crafting materials, or other items you have in your house, safe in the knowledge that they will always be there when you return. 

0 You can prominently display the weapons, artifacts, and items that you've collected on a variety of weapon racks, weapon plaques, mannequins, and bookshelves. 

0 If you've been named Thane of the Hold, you can find your Housecarl in your house, ready to join you at a moment's notice. 

0 If you're married (see Side Quest: The Bonds of Matrimony, page 336), you can also ask your spouse to move in with you, instead of meeting them in the inn or bedding down in their 
(often rudimentary) place! 


Available Properties 

Proudspire Manor, Solitude (Haafingar Hold) 

Price: 25,000 gold 
Jarl: Jarl Elisif the Fair 
Steward: Falk Firebeard 
Available Decorations: 

Bedroom (2000) 

Living Room (2000) 

Alchemy Laboratory (2500) 

Enchanting Laboratory (2500) 

Patio Decorations (500) 

Kitchen (1500) 

Total Cost: 36,000 gold 

Vlindrel Hall, Markarth (The Reach) 

Price: 8,000 gold 

Jarl: Jarl Igmund or Jarl Thongvor Silverfish 
Steward: Raerek or Reburrus Quintilius 
Available Decorations: 

Bedroom (800) 

Living Room (900) 

Alchemy Laboratory (1000) 

Enchanting Laboratory (1000) 

Entrance Hall (500) 

Total Cost: 12,200 gold 


Breezehome, Whiterun (Whiterun Hold) 

Price: 5,000 gold 

Jarl: Jarl Balgruuf the Greater or Jarl Vignar the Revered 
Steward: Proventus Avenicci or Brill 
Available Decorations: 

Alchemy Laboratory (500) 

Bedroom (300) 

Loft (200) 

Dining Room (250) 

Total Cost: 6,250 gold 

Hjerim, Windhelm (Easfmarch) 

Price: 12,000 gold 

Jarl: Jarl Ulfric Stormdoak or Jarl Brunwulf Free-Winter 
Steward: Jorleif or Captain Lonely-Gale 
Available Decorations: 

Kitchen (1000) 

Bedroom (1000) 

Living Room (1500) 

Alchemy Laboratory (1500) 

• Enchanting Laboratory (1500) 

Armory (2000) 

Clean up that murderer's mess (500) 

Total Cost: 21,000 gold 


NOTE To purchase Hjerim, you must 
complete ihe first port of Side 
Quest: Blood on the Ice. 

Honeyside, Riften (The Rift) 

Price: 8,000 gold 

Jarl: Jarl Laila Lawgiver or Jarl Maven Black-Briar 
Steward: Anuriel or Hemming Black-Briar 
Available Decorations: 

Bedroom (600) 

Kitchen (500) 

Alchemy Laboratory (1000) 

Enchanting Laboratory (1000) 

Garden (800) 

Porch (400) 

Total Cost: 12,200 gold pieces 

<§£ NOTE The precise location of every 
house you can buy is indicated 
in the Atlas. Pictures and the exact method of 
purchasing each House is detailed in the Thane's 
Tasks, part of the favors section of the Quests 
chapter, on page 404, 


FOLLOWERS 


Throughout the realm, there are those that stand ready to 
join you in your adventure, and are prepared to lay down 
their lives in your service. These selfless companions are 
broadly known as Followers. Followers may join you for any number of reasons, whether 
because you've hired their services, helped them in the past, or are simply taking on a 
charge that they have an interest in. Some join you only for the duration of a specific quest, 
while others will follow you indefinitely. This section explores these and other details about 
your Followers. 

<>£ NOTE Typically you can only hove only one human Follower ond one 
animal (dog) follower at a time, although additional Followers 
may join you temporarily for a quest that they have an interest in. 


• MINOR SPQIliRS 


General Traits 

Your Follower normally 
acts os a shadow , 
bodyguard , item 
repository , and friend. 

When a Follower has 
agreed to join you on your 
adventure, there are a number 
of advantages they bring, 
and help you can expect 
from them. 




The Bide? Scrolls V 

skyrTm 


6 ! 


TRAINING FART 3: ADVENTURING ACROSS SKYRIM 


Equipment: Your Followers will always equip the best weapons, armor, and items they have 
available, and try to use staffs and other items effectively. They take their own skills and 
proficiencies into account when making these decisions, so all else being equal, expect Jenassa 
(an archer) to prefer a bow to a two-handed sword, and light armor to heavy plate. 

Skills: All Followers have a specific set of favored skills (listed below), which improve as their 
level increases. Unlike your character, Followers do not become better at the skills they use- no 
matter how you try to force Marcurio (a mage) to be a greatsword-wielding warrior, he'll 
always be better with magic. Make sure to select a follower whose skill set meets your needs. 

Levels: Most Followers automatically level up when you do, so there's no need to worry about 
a Follower 'falling behind' if you go off and adventure on your own, or want to work with 
someone else for a while. 

Tactics: Followers will try to follow your lead whenever possible: 

When you Sneak, they will Sneak as well, and stop when you do. Don't expect them to 
take cover on their own, though- if you want them to hide in a particular location, order them 
to move to it. 

When you draw or sheathe your weapons, so will they. 

When attacked, they will use their best weapons, spells, and tactics to defend both 
themselves and you. 

Catching Up: If you travel on horseback (or with the great loping strides of a werewolf), you 
may find that your Followers have a tendency to fall behind. Don't worry about losing them- 
there are several ways you can help them catch up. 

Just Wait (using the Wait System), and they'll use the time to catch up. 

Load in to any new space, and they'll be right behind you. 

Fast-travel anywhere, and they'll arrive next to you. 

Heading Home: If you dismiss a follower, they will return home and take up their original 
routine. Most followers will rejoin you if you ask, though you may need to pay for the services 
of Hirelings again if too much time has passed. 

Death and Dying: When a Follower's health is exhausted, they will collapse. Heal them, or 
finish the combat and wait for their health to regenerate, and they will recover, none the worse 
for wear. 


Be careful, though- if you inflict lethal damage on a CAUTION 

Follower, either directly (say, by hitting them with an errant 

attack) or indirectly (from the blast of a fireball), they will die. Permanently. 


$> At Your Command 

You can also issue a orders to your Followers. T o issue an order, either speak to them or 
enter Command Mode (target them, then press and hold the Activate button until the cursor 
changes). The available orders are: 

Wait/Follow: If you want to explore an area on your own or try a stealthy approach, 
use the Wait command to tell your Follower to stop shadowing you. Once you're done, return 
to your Follower and tell them to accompany you again. Note there are some situations and 
locations where Followers can't accompany you (such as to jail, if you're arrested). If you leave 
a Follower at a location and don't return, they eventually return home. 

Do Something: You can order your Follower to do something specific, which can be 
helpful in all kinds of situations. Move your target crosshairs onto something you want your 
Follower to use, take, steal, or attack, then press Activate to give the order. 

Trade Items: This allows you to exchange items between your inventory and your 
follower's. Some notes: 

All Followers startwith some basic equipment. You can't take these items from them. 

You can, however, give your Followers better gear, such as items that you've improved, 
enchanted, or think your Follower might be more adept at using. If they judge the item is better 
than what they currently have, they'll equip it immediately. 


You can have your Follower carry their share of the treasure, effectively turning them into 
a "pack mule". This roughly doubles the amount of loot you can carry, which is handy if you're 
trying to gather as much as you can from a dungeon before returning to town and selling it off. 
Note that your Followers do have a maximum carry weight (not shown), so there is a limit to 
what they can carry as well. 

Part Ways: If this relationship just isn't working out, you can tell your follower that you no 
longer need their services. They'll head home, and you can then acquire a different follower or 
setoff on your own. 


Other Notes and Tips 


TIP When choosing a Follower, make sure to pick one that complements 
your style of play. If you're adept at sneaking and silent ranged 
takedowns with a bow, find someone with similar prowess. If you're a robed 
mage, seek the company of a powerful warrior to hold your foes at bay. 
Experiment around with the available Followers until you find one you enjoy 
adventuring with. Then add a dog! 


It's almost always a good idea to bring a Follower along; they can distract foes, 
soak up damage on your behalf, and help you to take down enemies more 
quickly. However, there are two cases to be wary of: 


If you plan to take a stealthy approach to your next mission, Followers can 
be more of a hindrance than a help. Even with a well-outfitted stealthy follower, 
they can't use cover and concealment as effectively as you can. When stealth is 
essential, you may want to go it alone. 

If you're a Mage with a lot of area-of-effect spells, the collateral damage can be 
lethal to your Followers. Control your casting carefully, or leave your Follower at 
home and take up Conjuration instead- Atronachs are immune to spells of their 
element, and Zombies are, well, dead anyway. 




<$0 NOTE Many Followers are also Trainers. Bring them with you, 
and you will be able to train whenever you like, so long 
as you have the fends. 

You can also be romantically tied to many Followers. Consult Side Quest: 
The Bonds of Matrimony (page 336) for more details. 


£> Types of Followers 

The following lists identify all of the characters who can become your Followers. For each 
Follower, this this section identifies their primary combat style (e.g., Warrior) and their favored 
skills. Any prerequisites for obtaining them are also noted. 


In general, Followers can be classified into five major categories: 


Hirelings. Mercenaries who will accompany you if you hire them. 

Housecarls. If you are named Thane of a Major Hold, the Jarl will appoint a Housecarl as 
your bodyguard. 


Guildmates. If you join one of the major guilds, you may be able to ask your fellow guild 
members to follow you. 


Quest or Dungeon Followers. These characters will follow you once you complete their 
quest or dungeon. 

Favor Followers. Friends you have completed Favors for may join you if you ask. 
Animal Companions. Loyal dogs who will fight at your side in combat. 



To find the exact location of every Follower, simply look up the 
settlement mentioned in their description in the Atlas later in 
the guide. 





TRANING 


THE INVENTORY 


IMPROVING v 0UR STANDING IN SKYRIM FOLLOWERS 

THE BESTIARY QUESTS ATLAS OF SKYRIM 


APPENDICES AND INDEX 


Hirelings 

Hirelings are mercenaries for hire, each with their own unique combat style. To purchase their services, you must pay a flat fee of 500 gold pieces. Dismiss them, they may charge you that 
fee again. 



Belrand, in Solitude 
(Haafingar). 

Spellsword: One-Handed, 
Light Armor, Destruction, 
Restoration 



Vorstag, in Markarth 
(The Reach). 


Warrior: One-Handed, 
Heavy Armor, Archery, 
Block 



Jenassa, in Whiterun 
(Whiterun Hold). 

Archer: Archery, Light 
Armor, One-Handed, 
Block, Sneak 



Stenvar, in Windhelm 
(Eastmarch). 


Knight: Two-Handed, 
Heavy Armor, Archery, 
Block 

C 



Marcurio, in Riften 
(The Rift). 


Mage: Destruction, 
Restoration, Alteration, 
Conjuration, Sneak 


Housecarls 


Notes: You 
must complete 
Miscellaneous 
Objective: Erik the 
Slayer before you 
can hire Erik. 

Erik the Slayer, in 

Rorikstead (Whiterun Hold). 

Barbarian: Two-Handed, Light 
Armor, Archery, Block 



Housecarls are bodyguards sworn to your service as Thane. Eor advice on becoming the Thane of one or more Holds, consult page 404. 



Jordis the Sword-Maiden, 

Housecarl of Solitude 
(Haafingar) 

Housecarl: One-Handed, Heavy 
Armor, Archery, Block 


The Companions 



Argis the Bulwark, Housecarl 
of Markarth (The Reach) 

Housecarl: One-Handed, 

Heavy Armor, Archery, Block 



Lydia, Housecarl of Whiterun 
(Whiterun Hold) 

Housecarl: One-Handed, Heavy 
Armor, Archery, Block 

O — 



Colder, Housecarl of 
Windhelm (Windhelm Hold) 

Housecarl: One-Handed, 
Heavy Armor, Archery, Block 



Iona, Housecarl of Riften (The Rift) 

Housecarl: One-Handed, Heavy 
Armor, Archery, Block 


This ancient and renowned order of warriors is headquartered in Whiterun. Companions have an extremely close bond, referring to each other as Shield-Siblings. Once you complete their questline, 
they become available as Eollowers. Visit Jorrvaskr in Whiterun to find them. 



Archer: Archery, Light 
Armor, Sneak, Speech, 
One-Handed 


Notes: Expert Trainer: 
Archery 



Athis 


Warrior: One-Handed, 
Block, Archery, Light 
Armor 

Notes: Expert Trainer: 
One-Handed 



Farkas 

Warrior: One-Handed, 
Heavy Armor, Smithing, 
Speech 

Notes: Master Trainer: 
Heavy Armor 



Njada Stonearm 


Warrior: One-Handed, 
Block, Speech 

Notes: Expert Trainer: 
Block 



Ria 


Warrior: One-Handed, 
Heavy Armor, Archery, 
Block 



Torvar 

Warrior: One-Handed, 
Heavy Armor, Archery, 
Block 



Vilkas 


Knight: Two-Handed, 
Heavy Armor, Archery, 
Block 

Notes: Master Trainer: 
Two-Handed 


The College of Winferhold 

Your fellow students at the College of 
Winterhold will join you once you are a 
member of the College and complete their 
specific College of Winterhold Radiant Quest. 


O 

Onmund 

Sorcerer: Destruction, 
Illusion, One-Handed, 
Heavy Armor 


J'Zargo 

Sorcerer: 
Destruction, 
Illusion, 
One-Handed, 
Heavy Armor 


Brelyna Maryon 

Mage: Alteration, 
Illusion, Conjuration, 
Sneak 





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TRAINING PART 3: ADVENTURING ACROSS SKYRIM 


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Dark Brotherhood Assassins 

After completing the Dark Brotherhood Questline, a number of new initiates, and a strange 
jester are available to aid and abet you in your adventures. You'll find them at the Dawnstar 
Sanctary in The Pale Hold. 




Dark Brotherhood 
Initiate (Male and 
Female) 

Assassin: Sneak, 
One-Handed, Archery, 
Light Armor 


Cicero, the Fool of 
Hearts, Jester and 
Keeper of the Night 
Mother. 

Assassin: Sneak, 
One-Handed, Archery, 
Light Armor 


Quest-Related Followers 

The following citizens of Skyrim are willing to join you after you've finished the Quest they are involved in (providing they survive the Quest as well). Consult each Quest for more information. 



Adelaisa Vendicci. 

Aranea. Daedric 

Eola. Daedric Quest: 

Erandur. Daedric 

Lob. Daedric Quest: 

Ogol. Daedric Quest: 

Ugor. Daedric Quest: 

Side Quest: Rise in 

Quest: The Black Star. 

The Taste of Death. 

Quest: Waking 

The Cursed Tribe 

The Cursed Tribe 

The Cursed Tribe 

the East. 

Mage: Destruction, 

Nightblade: 

Nightmare. 

Archer: Archery, Light 

Warrior: One-Handed, 

Archer: Archery, Light 

Townsperson: Alchemy, 

Restoration, 

Destruction, 

Healer: Restoration, 

Armor, One-Handed, 

Heavy Armor, Archery, 

Armor, One-Handed, 

Enchanting, Smithing, 

Conjuration, Alteration 

One-Handed, 

Conjuration, Speech, 

Block, Sneak 

Sneak 

Block, Sneak 

Speech 


Alteration, Sneak 

Alchemy 





Dungeon-Related Followers 

The following denizens of the Dungeons of Skyrim are available to help your cause 
once you clear the Dungeon you find them in. Providing they survive. Consult the 
Dungeon Quests 377 for more information. 


Favor Followers 




lllia. Darklight Tower 
(The Rift) 


Mage: Destruction, 
Restoration, Conjuration, 
Alteration 


Golldir. Hillgrund's 
Tomb (Whiterun Hold) 

Warrior: One-Handed, 
Heavy Armor, Archery, 
Block 


O 


The following inhabitants of Skyrim agree to join you once you've befriended them by completing a Task or Favor that they set for you. Consult Favors (on page 399) for more information. 



Ahtar the Jailor, in Solitude's 
Castle Dour (Haafingar). 


Benor, the guard lieutenant of 
Morthal (Hjaalmarch). 


Cosnach, the drunkard in Markarth Borgakh, the daughter of Bagrak, in Mor 
(The Reach). Khazgur (The Reach). 


Knight: Two-Handed, Heavy 
Armor, Archery, Block 


Knight: Two-Handed, Heavy Armor, 
Archery, Block 


Warrior: One-Handed, Heavy Armor, 
Archery, Block 


Warrior: One-Handed, Heavy Armor, 
Archery, Sneak 



Ghorbash, the brother of the Ore Chief of Dushnikh Yal 
(The Reach). 


Uthgerd the Unbroken, the brawling warrior of 
Whiterun (Whiterun Hold). 


Sven, the minstrel and lumberjack of Riverwood 
(Whiterun Hold). 


Archer: Archery, Light Armor, One-Handed, Block, Sneak Warrior: One-Handed, Heavy Armor, Archery, Block 


Townsperson: Alchemy, Enchanting, Smithing, Archery 




«f 


■«r 


FOLLOWERS 


>■ 


» TRANING 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 






Faendal, the hunter and 
lumberjack of Riverwood 
(Whiterun Hold) 

Archer: Archery, Light Armor, 
One-Handed, Sneak 

Notes: Journeyman Trainer: 
Archery 



Roggi Knot-Beard, the 

Nord miner of Kynesgrove 
(Eastmarch). 


Townsperson: Alchemy, 
Enchanting, Smithing, 
One-Handed 



Derkeethus, the 

kidnapped fisherman, 
held in Darkwater Pass 
(Eastmarch). 

Archer: Archery, Light 
Armor, One-Handed, 
Block, Sneak 


O 

Animal Companions 

Two-legged Followers aren't the only ones you 
can bring with you on adventures. Four-legged 
friends are also an option. The following Dogs 
(who can follow, stay, and attack, but can't 
carry items) are possible companions. 

Vigilance, a War Dog you can purchase from 
Banning at Markarth Stables for 500 gold 
(The Reach). 



O 

Horses 

The ultimate steed of 
Skyrim: Shadowmere. 

Horses can be purchased 
and used by adventurers to 
speed travel between far-flung 
destinations. There are a 
number of different ways in 
which you can acquire a horse: 

Buying a Horse: * ~ 

You can purchase a Horse at the stables adjacent to each of the five Major Hold Capitals- 
the four Minor Hold Capitals (Morthal, Dawnstar, Winterhold, and Falkreath) do not have 
stables. 

Each stable sells a particular type of horse. The price of each horse, regardless of its type, 
is 1 ,000 gold pieces. This price is fixed, and isn't affected by your Speech Skill, Speech Perks, 
or other effects (such as a Potion of Haggling). Horses are all identical in terms of speed, 
health, and performance; the only difference is their coloration. 


Available Horses 


0 

HORSE TYPE 

HOED NAME 

LOCATION OF 
PURCHASE 

PRICE 


Block 

Whiterun Hold 

Whiterun Stables 

1000 


Brown 

Eastmarch 

Windhelm Stables 

1000 


Grey 

[fie Reach 

Riften Stables 

1000 


Point 

The Reach 

Maikarth Stables 

1000 


Palomino 

Hacfingcr 

Ratio's Form (Solitude) 

1000 


Frost 

The Riff 

Special 

N/A 


Shadowmere 

Falkreath 

Special 

N/A 



& 

w 


The Snder Bcroils V 

SKY RlM 


<4 



Annekke Crag-Jumper, 

the adventuress of 
Darkwater Crossing 
(Eastmarch). 

Archer: Archery, Light 
Armor, One-Handed, Block, 
Sneak 



Mjoll the Lioness, 

adventuress, in Riften (The 
Rift). 

Knight: Two-Handed, Heavy 
Armor, Archery, Block 



Kharjo, the bodyguard 
for Ahkari's Caravan 
(Khajiit Caravans). 


Warrior: One-Handed, 
Heavy Armor, Archery, 
Block 




Meeko, a Dog you find in the wilderness 
close to Meeko's Shack, in Hjaalmarch. 


Stray Dog; a dog you can meet in a random 
World Encounter (Corpses in the Aftermath of 
a Dragon Attack or Dog Fending Off A Pair of 
Wolves; see page 409). 


Owning a Horse 

Horses that you've paid for are considered to be owned by you. Horses you own are always 
saddled, and have your name added to their title (for example, "Prisoner's Horse"). This helps 
you differentiate between your horse and any others that may be around- just look for the 
name and saddle. 

You can own all five types of horses, providing you have the gold to pay for each of them. 
If you own more than one horse, the horse you've most recently ridden travels with you if you 
decide to fast-travel to a location. All of your other horses return to the stables where they were 
purchased, and wait for you there (you can return and use them whenever you wish). 

Borrowing or Stealing a Horse 

You can steal horses from a number of different locations. The best places to look are the 
stables where you can purchase a steed, any Military Camp or Military Fort, and from Wor 
Encounters. To steal a horse, simply walk up to it and mount it. Stealing a Horse adds 50 to 
your bounty for that Hold. Dismounting from a stolen steed, and then mounting it again counts 
as a separate theft, adding 50 more gold to your bounty. Horse rustling can get expensive fast. 

Occasionally, you can "borrow" an unowned horse (one not marked 'Steal') from a 
Location, World Encounter, or Military Fort. Unowned horses behave in the same manner as 
stolen horses, except that riding them isn't a crime, and your bounty won't increase. 

Using a Horse 

It is important to learn what you and your steed are capable of: 

Horses can move at a canter (run) and gallop (sprint) speed equal to your very best run 
and sprint speeds while on foot. However, horses aren't weighed down by your armor, and 
they likely have more stamina than you do, making them a faster way to travel overall. Plus, 
you get to conserve your stamina, so you won't be worn out if you find yourself ambushed by 
brigands on the road. 

Horses can charge through or leap over low or small obstacles (essentially anything you could 
jump across when on foot). Larger obstacles can't be jumped, so avoid them or move around 
them. 


TRAINING PART 3: ADVENTURING ACROSS SKYRIM 


66 





Horses are by nature unaggressive, and although able to attack, they generally flee from 
combat once you dismount. 


do, you gain legal ownership of Frost. Aside from the fact this didn't cost you any gold, Frost is 
a normal horse in every other respect. 


Your Followers can't ride horses. If you ride off on horseback, your Follower will run after 
you, but is likely to fall behind. When you approach your destination, you may want to stop and 
use the Wait command, which will give them a chance to catch up. 

Controlling a Horse 

When riding a horse, it's important to note the following controls: 

While riding a horse, the camera is locked into a third-person view, and the View-switch 
button centers the camera behind you instead. 

The Activate button allows you to dismount. You must dismount in order to activate objects or 
speak to others. 

The Jump button causes your horse to rear dramatically. You can't jump while on horseback. 

The Sprint button allows you to gallop. 

While mounted, you can't fight (attack with weapons, cast spells, Shout, or use any 
Powers) . Should you be attacked, quickly decide whether to fight or flee. If you decide to fight, 
dismount, slay your foes, mount up again, and continue on your way. Or take advantage of the 
horse's speed and stamina to barrel through your foes and gallop away- you can outrun most 
human adversaries if given enough time and space. 

Fast-Traveling and Horses 

If you own one or more horses, the horse you most recently rode will fast-travel with you. 

This is handy if you've lost your horse after a fight, or emerged from a dungeon in a different 
location- simply fast-travel somewhere nearby, and your horse will be standing next to you. 

If you're riding a stolen or borrowed horse, your horse will only fast-travel with you if 
you're riding it when you trigger the fast-travel. Otherwise, you'll leave it behind. 

Horses won't accompany you into cities, dungeons, or other interiors. If you fast-travel to 
a city, your horse will be left at the stables just outside. 

The Death of a Horse 

While riding a horse, most of the damage from falls and enemy attacks will absorbed by 
your horse. When a horse is reduced to 1 0% of its health or less, it drops you and tries to flee. 

If your horse takes lethal damage, it will die. 


Shadowmere: At the start of Dark Brotherhood Quest: The Cure for Madness (see page 244), 
Astrid - the leader of the Dark Brotherhood - summons Shadowmere, a powerful steed. From 
this point forward, you have ownership of Shadowmere. Aside from the fact this didn't cost you 
any gold, Shadowmere has other advantages too: 

He has twice the stamina and almost three times the health of a normal horse. 

When injured, his health regenerates rapidly, making him extremely difficult for 
foes to kill. 

He is much more aggressive than a normal horse, fighting with you instead of fleeing 
from danger. 

With glowing eyes, a unique saddle, and a jet black mane, Shadowmere is the 
ultimate steed of Skyrim! 

[►> Carriages 

Travel between Hold 
Capitals in some style 
and comfort. 

If you can't afford a horse 
of your own, Carriages are 
another good way to speed 
your travel around Skyrim. 
Outside each of the five Major 
Hold Capitals (generally near 
the stables), you can find a horse-cart hitched up and ready to go. Speak to the driver to learn 
that he offers a carriage service, and will gladly ferry you to any of Skyrim's capitals for a 
nominal fee. 

20 Gold for a ride to the Major Hold Capitals: Solitude, Markarth, Whiterun, Windhelm, 
or Riften. 

50 Gold for a ride to the Minor Hold Capitals: Morthal, Dawnstar, Winterhold, or Falkreath 
Pay the fee, then head around back and activate the Carriage to climb aboard. The driver will 
mention a piece of lore as you set off. A moment later, you'll find yourself at your destination. 



If you own a horse and it expires, a new horse of the same type will become available 
for purchase at the same stables as previously indicated. The same cannot be said for Frost or 
Shadowmere; when they expire it is usually permanent. 

Unique Horses: Frost and Shadowmere 

There are two unique horses you may wish to seek out. 

Frost: As part of Side Quest: Promises to Keep (see page 363), you're tasked with stealing 
Frostfrom the Black-Briar Lodge in The Rift. At the end of this Quest, you have the option to 
betray the man who sent you on that mission, Louis Letrush, and keep Frost for yourself. If you 


TIP Is this a good deal? It depends on your personal playstyle. If you'd 
rather walk or ride from one location to another, you may find the 
journey as rewarding as the destination, with dozens of locations to explore 
and challenges to face along the way. If you simply want to reach your goal as 
ijuickly as possible, a Carriage Ride will take you to the nearest city in record 
time. Spend 300 gold, and you can quickly unlock all of the capital cities, 
allowing you to fast-travel to them whenever you wish. 


SERVICES, COLLECTIBLES. AND ITEMS OF INTEREST 


In this final section of the Training Chapter, we briefly 
® MINOR SPOiURS highlight the services, merchants, collectibles, and objects 
of interest that you can discover on your adventure. Those 
marked with a are tracked in the Atlas. Those marked with a have a table in the 
Appendix that shows every location or instance of them in the game, or in the case of Skill 
Books, the two easiest locations to find in the game. Those marked with a "t" have a chart or 
table elsewhere in this guide that shows all of their locations or instances. 

If there's something that you're looking for that isn't listed here or in a specific location in this 
guide's Inventory, Bestiary, Atlas, or Appendices, it probably occurs randomly in the world, and 
is thus impossible to track. 


£> Adiievements/Trophies 

If you want to obtain all the different Achievements (PC and Xbox 360) or Trophies (Playstation 
3) that Skyrim has to offer, consult the Appendices at the end of this guide. It lists all of them, 
and provides advice on how to obtain each. You are wise to consult this chart now, so you 
know how to unlock each of these rewards ahead of time. 


THE INVENTORY 


FOLLOWERS SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST 



& TRANiNG 


THE BESTIARY 


QUESTS 


ATLAS Of SKYRIM 


APPENDICES AND INDEX 


3> Services and Traders 



Apothecary *t 


Number Available: 1 2 

A shop where Alchemy Ingredients 
and Potions are sold. Apothecaries 
can be found in most towns and 
cities, and typically display a sign 
such as the one shown here. 


Innkeeper/Bartender *t 

Number Available: 15/5 

The proprietors of Inns and 
Taverns sell food and drink, 
and rent rooms where weary 
travellers can sleep for the night. 
They are also a great source of 
local rumors, which often lead to 
Quests and Objectives. 



Blacksmith/Fletcher *t 

Number Available: 33/3 
In medium or large settlements, 
you can often find a Smithy, 
which typically includes a number 
of Smithing and crafting stations, 
often manned by a smith who 
sells weapons and armor. Most 
display a sign like the one 
shown here. 



Caravan * t 

Number Available: 3 

Three Khajiit Caravans travel the 
roads of Skyrim, selling their 
wares and trading with anyone 
they meet. The routes they take 
are listed in the Atlas. 



Follower/Hireling *t 

Number Available: 47 

A person who may be willing to 
join you on your adventure, lending 
sword or spell to your cause. 
Hirelings charge a fee for their 
services. Consult the information 
earlier in the Training, on page 62. 



Stables/Carriage Drivers * 



Skyrim's other major cities, 
the Atlas. 


Number Available: 5/5 

A location, always close to a Hold 
Capital, where Horses can be 
purchased (or stolen). You can 
usuallyfind a Carriage nearby as 
well; pay the carriage driver a 
nominal fee for a ride to any of 
These are Primary Locations in 



Trader (Vendor) *t 


Number Available: 53 

These merchants sell a variety of general 
goods, pawned items, and the like. Fences for 
stolen items are also included in this category, 
although not all vendors are fences (and none 
will serve as fences right away). 


i 

Fence: 10 
Food Vendor: 9 
General Goods Vendor: 1 9 
"Special" Vendor: 3 
Spell Vendor: 1 2 



Trainer 


Number Available: 50 

A skilled individual (who may also 
be a Follower or Trader) who can 
help you improve a particular skill. 
Consult the information earlier in 
the Training, on page 1 1 . 


£> Crafting Stations 


NOTE Due to the large number of crafting stations, only one or two examples of each type of crafting station 
are listed for each Hold. However, individual locations within the Atlas that have stations are noted. 




Alchemy Lab * 


A table-sized 
laboratory where 
you can mix 
Ingredients into 
potions and 
poisons by using 
your Alchemy 
Skill. 


Arcane Enchanter * 

A table-sized 
piece of 
furniture 
where you 
can enchant 
or disenchant 
magical items 
using your Enchanting Skill. 



Anvil or Blacksmith Forge * 

The tools of a 
Blacksmith, a 
Forge or Anvil 
allow you to 
forge metal, 
leather, and 
more esoteric 
materials into weapons, armor, and jewelry 
by using your Smithing Skill. 


Cooking Pot and Spit 

A spit, stew-pot, or other 
implement where meats 
and ingredients can be 
cooked. There are a huge 
number of these; one in 
almost every house. 



Grindstone * 



A foot-driven stone wheel that 
allows you to sharpen and 
improve weapons by using your 
Smithing Skill. 


Smelter * 



A furnace that allows you to 
Smelt Ore (and some Dwarven 
materials) into Ingots for Smithing 
or selling. 


Tanning Rack * 



A wooden rack that allows you to 
dry pelts and tan them into leather 
(or leather strips) for Smithing 
or selling. 


Wood Chopping Block 



An old tree stump where you can 
split logs into firewood. They can 
he found in almost any lumber 
camp or settlement. 


Workbench * 



A sturdy bench that allows you to 
temper and improve armor by using 
your Smithing Skill. 



The aider Scrolls V 

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TRAINING PART 3: ADVENTURING ACROSS SKYRIM 


mmWM 




Unique Weapon *tt 


[►> Collectibles Books t 


Captured Critter * \ 



Number Available: 5 
An insect caught in a glass jar. 
Find these as part of Side Quest: 
Captured Critters*. 


Crimson Nirnroot *J 

M Number Available: 30+ 

Related Character: Avrusa Sarethi 
(Sarenthi Farm in The Rift) 

A special red variant of the 
odd, chiming plant, found only 
in the underground realm of 
Blackreach. Collect these as part of Side Quest: A Return to 
your Roots. 




A wide range of Spell Tomes, 
Functional Books, and Common 
Books can be found throughout 
the world. Consult The Inventory 
for more information, as well as 
earlier in this chapter. 


Skill Book *t \ 

Each of these books increases 
a specific Skill by a single point 
when first read. There are five 
distinct books for each Skill, 
for a total of 90 titles and 90 
Skill Increases that you can 
earn (though there are multiple 
copies of each book). Two copies (the easiest to find) of each 
book are listed in the Appendices, although each Atlas location 
with a skill book is also flagged. 



Dragon Priest Mask * | Treasure Map * f 



Number Available: 10 

i — 

J 

An ancient ceremonial mask, 

1 . A 


infused with great power and borne 

hi 


by a formidable Dragon Priest. Find 


.A: V 

these as part of Side Quest: Masks 
of the Dragon Priests. 

1 


Number Available: 12 

These pieces of parchment 
have a visual map drawn on 
them, revealing the location 
of a hidden treasure. Consult 
Side Quest: The Great Skyrim 
Treasure Hunt for details. 


Number Available: 80 

These items are separated 
into Unique Weapons found in 
Dungeons, those found or given 
to you as part of a Quest, and 
Daedric Artifacts. Details about 
all of these weapons can be 
found in The Inventory Chapter on page 75. 



Unique Armor or Item 

Number Available: 112 

These items are separated into 
Unique Armor and Outfits found 
in Dungeons, those found or 
given to you as part of a Quest, 
and Daedric Artifacts. Details 
about all of these items can be 
found in the Inventory chapter on page 77. 



Unusual Gem *\ 


Number Available: 24 (plus 
Crown) 

Related Character: Vex (Thieves 
Guild in Riften) 



Occasionally, you may stumble 
across one of these Unusual 
Gems, which are actually stones 
from the legendary Crown of Barenziah. Consult Thieves Guild 
Radiant Quest: No Stone Unturned. 


££> Items of Interest 

Standing Stones *\ 

Number Available: 13 
These standing stones can be 
activated to receive a powerful^ 
blessing. Standing Stones are ^ 
Primary Locations in the Atlas, 
and are described earlier in this 
guide on page 59. 


Civil War Maps * 



These maps show the current state of the Civil War that rages 
across Skyrim. Activate the flags on the map to add each 
location to your World Map. These are flagged in the Atlas 
only, as each is identical. 


Shrines *t 



Number Available: 42 

These ancient stone walls are (usually) inscribed with one of 
three Words of Power from a specific Shout. Approach them 
and absorb their Word, then unlock it with a Dragon Soul to 
increase the power of your Thu'um. Consult the Atlas or page 
32 for locations. 


Dragon Mounds 



Number Available: 22 

These ancient burial mounds mark the spot where the dragons 
of old were slain. Now, the dragons are being resurrected, 
and the Mounds are opening, one by one. Dragon Mounds are 
Secondary Locations in the Atlas, and are described earlier in 
this Training Chapter, on page 58. 

Wokh the skies! 



SERVICES, COLLECTIBLES, AND ITEMS OF INTEREST 

THE BESTIARY QUESTS 


<§> TRANING 


THE INVENTORY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 







THE INVENTORY 



SPELLS, WEAPONS, ARMOR AND ITEMS 



Behold the charts and tables of Skyrim ! The following pages deluge you with information on the thousands of spells, weapons, armor sets, and items that you can acquire during your adventure. If 
you're interested in the properties of an item you haven't found yet, want to compare it to another item, or simply want to see everything that is possible to find, you'll find the information here. 

There are a few general rules you should be aware of before digging in: 

As described in the skills section of Training (see page 9), many skills, perks, and enchantments affect the damage you do with weapons, the protection you receive from armor, and the cost 
of your spells. To account for this, the game automatically calculates those effects and applies them to the spells and items you see in game. The values listed below are the base values for the 
item in question: you will rarely, if ever, see these exact numbers because of the impact of your skills. But this list is still an effective way of comparing two items to gauge the relative differences 
between them. 


Some items, especially unique weapons and armor, are marked as being Leveled. This means that the actual item you receive in game will be dependent on your level, and may have better 
statistics and stronger versions of the enchantments listed here. 

Some enchantments and effects are said to Stack with others. This means that the benefits of those effects are cumulative; they combine to give you a stronger result. 


$> Table I: Spells 

Spells are an essential tool for many characters, from Arch-mages who have mastered the intricacies of all five Schools of Magic to those that merely 
dabble in sorcery to suit their needs, such as a Thief who relies on Invisibility, or a Warrior who invokes a healing spell to cure his wounds. This 
section lists all of the spells available to you. You will find or buy most of these in the form of Spell Tomes, although you may be taught a few of 
them directly. 

Spell List Notes 

Only spells that can be used by your character are included on this list. It does not include Powers, such as a Vampire's Embrace of Shadows or a 
Werewolf's Beast Form, or enemy spells or spell-like effects that you can't acquire. 

All Destruction Spells have secondary effects based on their element, regardless of whether those effects are listed in the spell description. 

All Fire spells can light enemies on fire, causing your foes to take additional damage for several seconds. This makes fire spells especially effective against foes with high 
health. 

All Frost spells do Stamina damage equal to their Health damage, and slow targets by 50% for several seconds (the exact duration varies by spell). This makes them 
especially effective against berserkers and other foes who rely on power attacks, shield bashes, and other tactics that depend on stamina. 

All Shock spells do Magicka damage equal to half their Health damage (except where otherwise noted). This makes them ideal for crippling enemy mages. 

Spell List Key 

Spell Name: The name of the spell as it appears in your Magic Menu. 

Level: The level of the spell (Novice - Master). Unique or quest-based spells in each School of Magic are included in a 'Special' category at the bottom of the list. 

Standard Cost: The cost of the spell after taking the relevant spell level perk, with the minimum skill required to do so. So Novice Spells are displayed at Skill 1 5, Apprentice 
at 25, etc. This is the most useful number, as it provides the most realistic basis for cost comparison among spells. 

Base Cost: The cost of the spell at skill level 1 5, with no perks. 

Skill 100 Cost: The cost of the spell at skill level 1 00, after taking all of the spell level perks. This is provided for comparison so you can see how the costs diminish as you 
become more proficient. 

Description: The description of the spell as it appears in your Magic Menu. 

Notes and Restrictions: Lists any quests or other significant limiting factors that govern when you can acquire the spell. Also provides clarifications on how the spell works, 
and tips on using it effectively. 




: 

LEVEL 



STANDARD 

COST 

BASE COST 

SKILL 100 
COST 

DESCRIPTION 

NOTES AND RESTRICTIONS 

ALTERATION 


| | Candlelight 

Novice 

9 

18 

6 

Creates a hovering light that lasts for 60s. 

]] Oakflesh 

Novice 

45 

91 

30 

Improves the caster's armor rating by 40 points for 60s. 

| | Magelight 

Apprentice 

35 

74 

25 

Ball oflightthatlasts 60s and sticks where it strikes. 

] Stoneflesh 

Apprentice 

81 

171 

57 

Improves the caster's armor rating by 60 points for 60s. 


A A 

Trz i 

^dvrj&croik V 



SKYRIM 


\mu\ 


70 


THE INVENTORY 


H 

SPELL 

NAME 

LEVEL 

S1ANDAR0 

COST 

BASE COST 

SKILL! 00 

COST 

DESCRIPTION 

NOTES AND RESTRICTIONS 

□ 

Detect life 

Adept 

37/s 

B8/s 

29/5 

Nearby living creatures, but not undeerd, machines, or daedto, 
can he seen through walls. 

Excellent in stealth situations far keeping track of patrolling. guards. The color of the glow indicates 
whether tbe creature is hostile towards you. 


Ironflesh 

Adept 

98 

235 

79 

Improves the caster's aimar rating by 80 paints for 60s. 


Telekerasis 

Adept 

63/s 

149/s 

50/5 

Con pull an ohject fa you from a distance. Add it to your 
inventory at threw it. 

Great for pulling items off pressure plates from a safe distance, or rearranging items (soy, in your 
house). 

□ 

Wuterbreathing 

Adept 

82 

196 

66 

Con breathe water for 60s. 

Watch for the glow around your body to fade, indicating that the speli hes worn off. When it 
does, you have the equivalent of a full breath (as if you'd just surfaced) before you begin to 
drawn. 


Detect Dead 

Expert 

49/5 

130/s 

43/s 

Nearby dead can be seen through walls. 

ThEs spell detects undent! and corpses. Great for spotting Draugr lurking in dark catacombs. 


Ebonyflesh 

Expert 

113 

300 

101 

Improves the coster's armor rating by 1 00 points for 60s. 



Paralyze 

Expert 

149 

396 

133 

Targets that fail to resist are paralyzed far 1 Os. 

Paralyzed creatures near a ledge will often foil to their deaths. 


Dragon hide 

Master 

240 

738 

248 

Caster ignores @0% at all physical damage far 30s. 

Reword for College of Winterhold Radiant Quest: Alteration Ritual Spell, 


Mass Paralysis 

Master 

27S 

826 

278 

All targets in the area that fail to resist are paralyzed Far 1 5i 

Sold by Mdir, after completing College of Winterhold Radiant Quest: Alteration Ritual Spell. 

□ 

Equilibrium 

Special ■ 
Novice 

Q 

0 

G 

Coaverts 25 points af health into magicka per second. Coster 
can be killed by this effect. 

Con only be found in lobyrimthian Chasm, during College of Winterhokl Quest: The Staff of 

Magnus, in □ side chamber. A lisky spell, hut it is a fast, low-cost way 1o recover a lot of Magicka 
in a hurry. 

z 

Tronsmute 

Special ■ 
Adept 

37 

80 

29 

Transmute oae piece of unrefined I™ Ore to Silver, or Silver 

Of e to Gold, if tbe caster is carrying any. 

This speli is sometimes sold by Enttn though you can also find copies in Halted Stream Camp, 
AnsHvund Burial Chamber, and knifepoint Ridge Mine. Cast this spell twice to transform a piece of 
Iron Ore (2 gold) to Gold Ore {50 gold) . Profit! 

CONJURATION 

p 

Bound Sword 

Novice 

41 

82 

27 

Create a magic swot) fe 12fe. Shrteil ta dispel. JSSfiSjtad” whoty ° l,wont ’ tDStfa sp9 " 

P 

Conjure 

familiar 

Novice 

47 

94 

31 

Summons a familiar far 60s wherever the caster is pointing. 



Raise Zombie 

Novice 

45 

90 

30 

Reanimate a weak dead body to fight for yon for 60s. 

Works on creatures up to Lv6. 

P 

Sound 

Battae 

Apprentice 

70 

149 

SO 

Creates a magic bottle axe for 1 20s. Sheathe it to dispel. 


P 

Conjure Flame 
Atranoch 

Apprentice 

62 

132 

44 

Summons a Fiome Atronach far 60s wherever the custer is 

Fiome Atranochs do good ranged damage, hut are fairly weak in melee. 

□ 

Reanimate 

Cope 

Apprentice 

60 

127 

42 

Rennimare a more powerful dead body to fight fat you far 
:40s. 

Works on creatures up to Evl 3. 

C 

Saul Trap 

Apprentice 

44 

94 

31 

If a forget dies within 60s, fills a soul gem. 

This spell always places the soul into Ihe smallest soul gem tint can hold It, But keep on eye 
on your soul gem inventory- you don't wont to waste a Grand Soul Gem on a Skeever's soul. 
Remember that human souls con ordy be captured in Black Saul Gems. 

Z 

Eonfeh Daedro 

Adept 

72 

173 

53 

Weaker summoned daedra are sent back to Oblivion. 

Only works an conjured daedra (noton 'permanent' ones, like those in smite Warlock dungeons). 
Works on flaedra up ta Lvl 5 {familiars and Flame Atranochs), In addition to its stated effect, this 
spell will also stagger any Doedra rt hits, making it useful in buying you some space against even 
higher-level foes. 

z 

Bound Bow 

Adept 

76 

183 

61 

Creates a magic bow for 120s. Sheathe it to dispel. 

In addition to ihe bow, this spell obo creates bound arrows that lest for the life of the bow. 

□ 

Confura Frost 
Atronach 

Adept 

79 

189 

63 

Summons o frost Atronach for 60s wherever (he coster is 
painting. 

Frost Atranochs do good melee damage and have high health, but lack a ranged attack, 

z 

Revenont 

Adept 

68 

16? 

54 

iReonimote a powerful dead body to fight far you far 60s. 

Works on creatures up to Lv21 . 

J 

Command 

Deed re 

Expert 

3D 

214 

72 

Powerful summaned and rased creatures are put under your 
control. 

Only works on conjured deedra (not on 'permanent' ones, like those in many Warlock dungeons). 
Works on Doedra up to Lv20 {Frost Atronochs and lower). 

□ 

Conjure 

Dremaro Lord 

Expert 

118 

316 

106 

Summons a Dremora Lord far 60s. 

Dremora Lords are powerful melee combatants with a number of fire spelts at their disposal. 

□ 

Conjure Storm 
Atronach 

Expert 

107 

284 

95 

Summons o Storm Atronach for 60s wherever the coster is 
painting. 

Storm Atronachs are powerful ranged combatants, 

□ 

Dread Zombie 

Expert 

TOO 

266 

89 

Reanimate a very powerful dead body to fight far you far 

60s. 

Works an creatures up to Lv30, 

□ 

Expel Daedro 

Expert 

n 

190 

84 

Powerful summoned doedra creatures are sent back to 

Oblivion. 

Only works on conjured daedra (not an 'permanent' ones, like those in many Warlock dungeons). 
Works on Daedra up to Lv2Q {Frost Atronachs oncf lower). Staggers any Doedra it hits. 

p 

Dead Thrall 

Master 

296 

001 

296 

Reanimate a dead body permanently ta fight for you. Only 
works on people. 

Works an creatures up to Lv40. 

□ 

Flame Thrall 

Master 

267 

793 

267 

Summons a Flame Atronach permanently, 

Reword for College of Winterhold Radiont Quest: Caniuration Ritual Spell. Thralls are stronger 
versions of the stondard nlrannchs, After casting this spell, consider resting or waiting to recover 
your magicka. 

z 

Frost Thrall 

Master 

326 

969 

326 

_ 1 

Summons a Frost Ahanach pemranenrty. 

Sold by Ph'mis, after completing College of Winterhold Rodion? Quest: Conjuration Ritual Spell. 

□ 

Storm Throll 

Master 

356 

1057 i 

356 

Summons a Storm Atronod permanently. 

Sold by Phinis, after completing College of Winterhold Radiant Quest: Conjuration Ritual Spell. 

- 

□ 

Flaming 

Familiar 

Special - 
Apprentice 

24 

50 

17 

Summons a Flaming familiar which will charge into bottle 
and explode. 

Reward for Dungeon Quest: A Scroll far Ansko, The Flaming Familiar will behave like a standard 
Familiar far a few stands, rhea explode far 40 points of damage. 

□ 

Summon 

Arniel's Shade 

Spedal' 

Apprentice 

0 

0 

. _ . 

0 

Summons Hie Shade of Arniel Gone for 60s wherever the 
caster is pointing. 

Reword for College of Winterhold Radiant Quest: Amiri's Endeavor. Arniel 's Shade is physically 
weak, hut a powerful spelfcoster. 

p 

Summon 

Unbound 

Dremora 

Special - 
Novice 

80 

176 

59 

Summons on unbound Dremora, 

Quest spell for College of Winterhold Radiant Quest: Conjuration Ritual Spell. Summons on 

Unbound Dremora in a specific location for the quest. Otherwise, no effect. 

DESTRUCTION 

| | Flames 

Novice 6/s 

13/5 

4/s 

A gout of fire that does 8 paints pei second, forgets an fire 
take extra damage. 

Forgets on fire take more damage because they're burning; the spell doesn't do bonus damage 
if they're burning. 










SPELLS. WEAPONS, ARMOR AND ITEMS _ - 



THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIAA 


APPENDICES AND INDEX 


□ 

SPELL 

mi 

LEVEL 

STANDARD 

COST 

BASE COST 

SKILL 100 

COST 

DESCRIPTION 

NOTESANO RESTRICTIONS 

□ 

Frostbite 

Novice 

7/s 

1 4/s 

4/s 

A blast of cold that does 8 points of damage per second to 
Health and Stamina. 


□ 

Sparks 

Novke 

8/s 

16/s 

5/s 

Lightning that does 8 points of shock damage to Health and 
Magicka per second. 


b 

Fire Rune 

Apprentice 

98 

207 

69 

Cast on a nearby surface, it explodes for 50 points of fire 
damage when enemies come near. 

Runes last indefinately, but you can only place one at a time. For best results, place them in a 
corridor the enemy will have to use, then pull them towards you. In a pinch, you can also cast a 
rune directly under an enemy to trigger the explosion immediately, although that's less efficient 
than your other spells. 

□ 

Firebolf 

Apprentice 

17 

36 

12 

A blast of fire that does 2 5 points of damage. Targets on fire 
take extra damage. 


□ 

Frost Rune 

Apprentice 

122 

258 

87 

Cost on a nearby surface, it explodes for 50 points of frost 
damage when enemies come near. 


□ 

Ice Spike 

Apprentice 

25 

42 

14 

A spike of ice that does 25 points of frost damage to Health 
and Stamina. 


□ 

Lightning Bolt 

Apprentice 

21 

45 

1 15 

A bolt of lightning that does 25 points of shock damage to 
Health and half that to Magicka. 


□ 

Lightning Rune 

Apprentice 

134 

284 

95 

Cast on a nearby surface, it explodes for 50 points of shock 
damage when enemies come near. 


□ 

Chain lightning 

Adept 

57 

137 

46 

Lightning bolt that does 40 points of shock damage to Health 
and half to Magicka, then leaps to a new target. 


n 

Fireball 

Adept 

1 

40 

1 i 

117 

39 

A fiery explosion for 40 points of damage in a 1 5 foot radius. 
Targets on fire take extra damage. 


p 

Flame Cloak 

Adept 

107 

254 

85 

For 60s, opponents in melee range take 8 points of fire 
damage per second. Targets on fire take extra damage. 

Cloak spells are great if you expect to be in melee frequently, or prefer short-range spells (Flames, 
Wall of Flames, etc.), as they significantly increase your damage output. 

□ 

Frost Cloak 

Adept 

117 

278 

93 

For 60s, opponents in melee range take 8 points of frost 
damage and Stamina damage per second. 


□ 

Ice Storm 

Adept 

53 

127 

42 

A freezing whirlwind that does 40 points of frost damage per 
second to Health and Stamina. 


□ 

Lightning Cloak 

Adept 

137 

326 

no 

For 60s, nearby opponents take 8 points of shock damage 
and half magicka damage. 



Icy Spear 


Expert 


106 


282 95 


A spear of ice that does 60 points of frost damage to Health 
and Stamina. 


Incinerate 


Expert 


282 


Thunderbolt Expert 


113 


302 101 


Wall of Flames Expert 39/s 104/s 35/s 


A blast of fire that does 60 points of damage. Targets on fire 
take extra damage. 


A Thunderbolt that does 60 points of shock damage to Health 
and half that to Magicka. 


Sprayed on the ground, it creates a wall of fire that does 50 
points of fire damage per second. 



Well of Frost 

Expert 

45/s 

121/s 

40/s 

Sprayed on the ground, it creates a wall of frost that does 50 
points of frost damage per second. 


Wa| of Storms 

Expert 

48/s 

128/s 

43/s 

Sprayed on the ground, it creates a wall of lightning that does 

50 points of shock damage per second. 


Blizzard 

Master 

328 

975 

328 

Targets take 20 points of frost damage for 1 0s, plus Stamina 
damage. 

Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell. 
Damages everything in a iorge radius around the caster for 1 0s. 

J Fira Storm 

Master 

423 

1257 

423 

A lOOtooint firey explosion centered on the caster. Does more 
damage to closer targets. 

Reward for College of Winterhold Radiant Quest: Destruction Ritual Spell. Does extra damage to 
things closer to the caster. 

1 1 Lightning 

1 — 1 Storm 

Master 

41/s 

122/s 

41/s 

Target takes 75 points of shock damage per second to 

Health, and half that to Magicicu. 

Sold by Faralda, after completing College of Winterhold Radiant Quest: Destruction Ritual Spell. 

Not an area-of-effect spell, Lightning Storm is a single concentrated bolt that does massive 
damage and disintegrates targets. 

| I Ariel's 

1 — 1 Convection 

Special - 
Novice 

1 

1 

1 

Bums the target 1 points per second. Targets on fire take 
extra domuge. 

Quest spell for College of Winterhold Radiant Quest Amiei's Endeavor. Heats Owfuven Converts 
for the quest. Otherwise, not especially useful. 

| | Vampiric Drain 

Special - 
Novice 

Varies 

Varies 

Varies 

Absorb health from the target. 

AspeJi unique to Vampires, Vampiric Drain both damages your foes and restores your own health. 

ILLUSION 

| Courage 

Novice 

17 

35 

11 

Target won't flee for 60s and gets some extra health and 

1 stamina. 

Best used to strengthen a follower. In a pinch, you can also use it as a cheap way to stop weak 
enemies from fleeing. 

J Clairvoyance 

Novke 

11/5 

22/s 

7/s 

Shows the path to the current goal. 

Clairvoyance isn't a spell you'll need very often, but it can be a real help if you get lost in a 
dungeon. 

□ 

fury 

Novke 

29 

59 

20 

Creatures and people up to Lv6 wilt attack anything nearby 
for 30 s. 

Targets a single foe. Best cast at range, since they'll attack anyone nearby indiscriminately, 
including you. 


Cob 

Apprentice 

61 

129 

43 

Creatures and people up to Lv9 won't fight for 30s. 

Targets a single foe. 


Fear 

Apprentice 

64 

135 

45 

Creatures and people up ta Lv9 flee from tarnbar for 30s. 

Targets □ single foe. 


Muffle 

Apprentice 

60 

127 

42 

You move more quietly for 180s, 

Silences your movement. Important for stealthy characters, or anyone who wants to try sneaking 
around while wearing armor. 

□ 

Frenzy 

Adept 

77 

184 

62 

Creatures ond people up Ip Lv 14 will attack anyone nearby 
for 60s. 

Targets a single foe. 

n 

Rally 

Adept 

42 

100 

33 

Targets won't flee far 60s and get extra health and stamina. 

Targets □ single foe. 

□ 

Invisibility 

Expert 

111 

295 

99 

Coster is invisible for 30s. Activating an object or attacking 
will break the spell. 

Another important spell for stealthy characters. Combined with Muffle, you should be able to 
sneak by most foes without too much difficulty. 

“] Parity 

Expert 

n 

256 

86 

Creatures ond people up to Lv20 won't fight for 60s, 

Affects all foes in a small area. 


72 


W 


The Solder jS.crzjiU V 


S I< Y R ] M 




THE INVENTORY 


w AM* 


wmmmtym 


Q 

SPELL 

name 

LEVEL 

STANDARD 

COST 

EASE COST 

SKILL 100 

COST 

DESCRIPTION 

NOTES AND RESTRICTIONS 

n 

Rout 

E^ri 

104 

276 

93 

Creatines and people up to level 20 flee born comb# for 

30s. 

Affects oil foes in o small orea 

□ 

Call la Arms 

Master 

194 

577 

194 

Targets have improved combat skills, health, and stamina 
for 10m. 

Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects 
all allies in a large area. 

| | Harmony 

Master 

312 

927 

312 

Creatures and people up to Lv25 nearby won't fight for 60s. 

Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects 
all foes in a forge area. 

| Hysteria 

Master 

257 

763 

257 

Creatures and people up to Lv25 flee from combat for 60s. 

Sold by Drevis, after completing College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects 
all foes in a large area. 

| | Mayhem 

Muster 

294 

8/3 

294 

Creatures and people up to Lv25 will attack anyone nearby 
far 6-Os. 

Reward for College of Winterhold Radiant Quest: Illusion Ritual Spell. Affects all foes in a large 
area. 

| Vision of Jfie 

1 — I Tenth Eye 

Special - 
Novice 

0 

0 

0 

See what others cannot. 

Quest spell for College of Winterhold Radiant Quest: Illusion Ritual Spell. Reveals the location of 
the four Master Illusion Texts needed for the quest; otherwise useless. 

□ 

Vision of the 
Tenth Eye 

Special • 
Novice 

0 

0 

0 

See what others cannot. 

Reveals the location of the four Master Illusion Texts in Illusion Ritual Spell. Otherwise useless. 
Mage's Guild Radiant Quest: Illusion Ritual Spell. 

RESTORATION 

□ 

Healing 

Novice 

S/i 

ll/s 

3/s 

Heals the caster 1 0 points per second. 

If someone is attacking you, Healing rarely heals enough to keep you from dying. Back away and 
let a follower or summoned creature step in to buy you some Fime. 


Lesser Ward 

Novice 

15/s 

30/s 

10/s 

Increases armor rating by 40 points and negates up to 40 
points of spell damage or effects. 

A Ward's armor bonus stacks with the Alteration line of 'flesh' spells foi an even stronger 
defense. Wards are far more effective against spells, although they tie up a hand and cost more 
to maintain. 

[ | Fast Healing 

Apprentice 

30 

65 

21 

Heals the caster 50 points. 

Direct healing spells are less efficient than heal-over-time spells, but they're faster, and may be 
fast enough to pull you back from the brink of death in a close battle. 

| Healing Hands 

Apprentice 

10/s 

22/s 

7/s 

Heals the target 1 0 points per second, but not undead, 
atronachs, or machines. 


□ 

Steadfast Ward 

Apprentice 

24/s 

51/s 

17/s | 

Increases armor rating by 60 points and negates up to 60 
points of spell damage or effects. 


n 

Turn Lesser 
Undead 

Apprentice 

35 

74 

24 

Undead up to Lv6 flee for 30s. 

Targets o single foe. 

□ 

Close Wounds 

Adept 

46 

111 

37 

Heals the caster 1 00 points. 


In 

Greater Ward 

Adept 

32/s 

74/s 

25/s 

Increases armor rating by 80 points and negates up to 80 
points of spell damage or effects. 


□ 

Heal Other 

Adept 

29 

71 

24 

Heats the target 75 points, but not undead, atronachs, or 
machines. 


n 

Repel Lesser 
Undead 

Adept 

42 

101 

34 

All affected undeod up to level 8 flee for 30s. 

Affects all undead in the arc of fire. 

n 

Turn Undead 

Adept 

62 

146 

50 

Undead up to Lvl 3 flee for 30s. 

Targets a single foe. 

□ 

Circle of 
Protection 

Expert 

56 

151 

50 

Undead u p to Lv30 entering the circle will flee. 

Creates a warding circle around the location where the spell is cast. 

□ 

Grand Healing 

Expert 

84 

224 

75 

Heats everyone close to the caster 200 points. 

Does not heal Daedra, Automatons, or Undead. But it can heal other eftemles. so use this 
carefully. 

□ 

Repel Undeed 

Expert 

T17 

311 

105 

All affected undead up to Lvl 6 flee for 30s. 

Affects all undead in the arc of fire. 

□ 

Turn Greater 
Uadead 

Expert 

m 

2315 

79 

Lfndead uptoLv21 Bee far 3 Os. 

Targets a single fae. 

□ 

Bone of the 
Undead 

Master 

293 

871 

293 

Sets undead up ta lv30 on fire and mokes them flee foe 30s. 

Reward for College of Winterhold Radiant Quest Restoration Ritual Spe! Affects dll nearby 
undeod in o large oreo. 

P 

Guardian Cirde 

Master 

212 

433 

212 

Undeod up to Lv35 entering She circle will flee. Coster heals 

20 health per second inside it. 

Sold by Colette, offer completing College of WinferiicJd Radiant Quest: Rwtojoiion Ritirol Spell. 
Creates a warding circle around the locafion where the spell is cast 





WEAPONS, ARMOR, AND ITEMS 



£►> Table II: General Data 



Weapon Base Properties 

This section lists the relative speed and stagger chance for each type of weapon, allowing you to choose the one best suited to your needs. 

Standard Weapon, Heavy Armor, and Light Armor Progression 

This section lists the standard weapon and armor materials in order of increasing value and damage/armor rating. 

For each material, the table identifies the level at which it normally begins to appear. 

0 You can obtain items earlier than the indicated level in a variety of ways, such as aggressively increasing your Smithing skill, discovering an 
exceptional item in a treasure chest, or clearing a dungeon well above your current level. 

0 Non-enchanted items show up at lower levels than their enchanted versions. Typically, enchanted items show up —1-5 levels after the stated 'Commonly Available' level. 

For each material, the level of the enchantments typically found on it are also listed. This is always a range, corresponding to the 'Enchantment Level' column in the Derived 
Enchantments Table. So, for example: 

0 Orcish Swords can be found with Ench Level 2-4 enchantments. So you might find an Orcish Sword of Flames (Fire Damage Ench Level 4), but never an Orcish Sword of the 
Inferno (Fire Damage Ench Level 6). 

0 Dragonscale Boots can be found with level 4-6 enchantments. So you might find a Dragonscale Boots of the Ox (Carry Weight Ench Level 5), but never a Dragonscale Boots of 
Lifting (Carry Weight Ench Level 1). 

This range does not restrict the kinds of items you can enchant. S o while you're never given a n Orcish Sword of the Inferno, you could enchant a n Orcish Sword with a 
comparable fire enchantment if you really wanted to. 


d^- 


-4 


B WEAPON TYPE RELATIVE SPEED STAGGER CHANCE 


WEAPON BASE PROPERTIES 


Dagger Fastest 

None 

l$wpfd 

Lowest 

War Axe 


A 

jMoce 


j 




iBottfeaxe 

t 

1 | 

_| Waihommer Slowest 

Highest | 


B MATERIAL 

COMMONLY AVAILABLE 

ENCHANTMENT LEVELS 

STANDARD HEAVY ARMOR PROGRESSION 


j Iron 

Lrl 

1-3 


| Steel 

Lvi 

1-3 


"Dworven 

lv 12 

2-4 


[steel Flore 

Lv 18 

£ 


| Orchlr 

Lv 25 

3-5 


j Ebony 

Lv 32 

3-5 


Dragonplote 

Lv 40 

44 


Doedric 

Lv 48 

44 


B MATERIAL 

COMMONLY AVAILABLE 

ENCHANTMENT LEVELS 

STANDARD WEAPON PROGRESSION 


Iron 

Lv 1 

1-3 


Steel 

Lv 2 

1-3 


Crash 

Lv 6 

2-4 

□ 

Dwarven 

Lv 12 

2-4 


FWi 

Lv 19 

3-5 


Gloss 

Lv 27 

3-5 

Z 

Ebony 

Lv 36 

4-6 

□ 

Daedric 

Lv 46 

4-6 


B MATERIAL 

COMMONLY AVAILABLE 

ENCHANTMENT LEVELS 

STANDARD LIGHT ARMOR PROGRESSION 

[Hide Lv 1 1-3 

Leather Lv 6 

1-3 

_|Ekt3 

Lv 12 

2-4 

Scaled 

Lv 27 

2-4 

_! Glass 

Lv 36 

3-5 

j Dragonscale 

Lv 48 

4-6 


§ 


S K Y R I M 




THE INVENTORY 


muA nmiw fr y ? tiwt is 








f*> Table III: Weapons 

This section lists all of the weapons in thegame and their properties. 

The critical damage of all weapons is always equal to half their base damage, rounded down. 

Weapons marked "Uses [Material] enchant list" have the same enchantment levels as an item of the indicated material type. 

Enchanted weapons will have a higher value than shown here. The additional value added by the enchantment depends on the type and strength of 
the enchantment. 

Weapons marked "Leveled" have several different leveled variants; you will always receive the one most appropriate to your level. Higher-level 
versions may have better statistics and stronger enchantments than the example listed here. 

All weapons with the exception of Unique Weapons (of any type) can be found in a variety of locations throughout the world. Unique Weapons are tracked in the Atlas Chapter 



en 

DAMAGE 

WEIGHT 

VALUE 

STANDARD ONE-HANDED 

WEAPONS 

Iron Dagger 

4 2 10 

~^\ Iron Mace 

9 13 35 

]] Iron Sword 

7 9 25 

| | Iron War Axe 

8 11 30 

]] Steel Dagger 

5 2.5 18 

Steel Mace 

10 14 65 

]] Steel Sword 

8 10 45 

] Steel War Axe 

9 12 55 

]] Orcish Dagger 

6 3 30 

]] Orcish Mace 

11 15 105 

]] Orcish Sword 

9 11 75 

Orcish War Axe 

10 13 90 

^ Dwarven Dagger 

7 3.5 55 

Dwarven Mace 

1 12 16 190 

] Dwarven Sword 

10 12 135 

]] Dwarven War Axe 

11 14 165 

Elven Dagger 

8 4 95 

Elven Mace 

13 17 330 

^ Elven Sword 

11 13 235 

]] Elven War Axe 

12 15 280 

Glass Dagger 

9 4.5 165 

] Glass Mace 

14 18 575 

[] Glass Sword 

12 14 410 

]] Glass War Axe 

13 16 490 

] Ebony Dagger 

10 5 290 

]] Ebony Mace 

16 19 1000 

]] Ebony Sword 

13 15 720 

U Ebony War Axe 

15 17 865 

[] Daedric Dagger 

11 6 500 

Daedric Mace 

16 20 1750 

]] Daedric Sword 

14 16 1250 

Daedric War Axe 

15 18 1500 



]] Iron Battleaxe 

16 

20 

55 

] Iron Greatsword 

15 

16 

50 

]] Iron Warhammer 

18 

24 

60 

] Steel Battleaxe 

18 

21 

100 

H Steel Gre&Tswofd 

17 

17 

90 

Steel Warhammer 

20 

25 

110 

[] Orcish Battleaxe 

19 

25 

165 

]] Orcish Greatsword 

18 

18 

75 

[] Orcish Warhammer 

21 

26 

180 

^ Dwarven Battleaxe 

20 

23 

300 

Dwarven Greatsword 

19 

19 

270 

^ Dwarven Warhammer 

22 

27 

325 

^ Elven Battleaxe 

21 , 

; 24 

520 

]] Elven Greatsword 

20 

20 

470 

Elven Warhammer 

23 

28 

565 

^ Glass Battleaxe 

22 

25 

900 

]] Glass Greatsword 

21 

22 

820 

]] Glass Warhammer 

24 

29 

985 

Ebony Battleaxe 

23 

26 

1585 

]] Ebony Greatsword 

22 

22 

1440 

] Ebony Warhammer 

25 

30 

1725 

]] Daedric Battleaxe 

25 

27 

2750 

[] Daedric Greatsword 

24 

23 

2500 

] Daedric Warhammer 

27 

31 

4000 

STANDARD BOWS 


]] Long Bow 

6 

5 

30 

[] Hunting Bow 

Note: Uses Iron enchant list. 

7 

7 

50 

[] Orcish Bow 

10 

9 

150 

[] Dwarven Bow 

12 

10 

270 

Elven Bow 

13 

12 

470 

[] Glass Bow 

15 

14 

820 

] Ebony Bow 

17 

16 

1440 

~^\ Daedric Bow 

19 

18 

2500 


unless their enchantment is one of the base ei 

ESI NAME 

LU 

1 

2 

s ; 

CD 

CD 

U-l 

u 

ARROWS 

J Iron Arrow 

8 

D 

1 

]] Steel Arrow 

10 

0 

2 

] Orcish Arrow 

12 

D 

3 

Dwarven Arrow 

14 

0 

4 

] Elven Arrow 

16 

0 

5 

]] Glass Arrow 

18 

0 

6 

] Ebony Arrow 

20 

0 

7 

Daedric Arrow 

24 

0 

8 

SKYFORGE WEAPONS 


1 1 Skyforge Steel 

1 — 1 Battleaxe* 

23 

23 

150 

1 1 Skyforge Steel 

1 — 1 Dagger* 

8 

2.5 

25 

| | Skyforge Steel 

1 — 1 Greatsword* 

19 

17 

140 

1 1 Skyforge Steel 

1 — 1 Sword* 

10 

10 

70 

| | Skyforge Steel War 

1 — 1 Axe* 

14 

12 

80 

*Note: Sold only at Skyforge. 

| — | Nord Hero Battle 

LI Axe* 

18 

22 

28 

^ Nord Hero Bow* 

8 

12 

45 

1 1 Nord Hero 

1 — 1 Greatsword* 

17 

18 

35 

] Nord Hero Sword* 

8 

12 

13 

[] Nord Hero War Axe* 

9 

14 

15 

] Nord Hero Arrow* 

24 

0 

5 

*Note: Con forge of Skyforge offer Glory of the Deod. 

ENEMY / FACTION-SPECIFIC 

WEAPONS 



| | Ancient Nord Battle 

L Axe* 

18 

22 

28 

Ancient Nord 

1 — 1 Greatsword* 

17 

18 

35 

| | Ancient Nord Sword* 

8 

12 

13 

1 1 Ancient Nord War 

1 — 1 Axe* 

9 

14 

15 

]] Ancient Nord Bow* 

8 

12 

45 

| | Honed Ancient Nord 

1 — 1 Battle Axe* 

21 

25 

50 


E 

NAME 

DAMAGE 

£ 

CD 

LXJ 

1 CU 
1 

□ 

Honed Ancient Nord 
Greatsword* 

20 

21 

63 

□ 

i Honed Ancient Nord 

1 Sword* 

11 

15 

23 

□ 

Honed Ancient Nord 
War Axe* 

12 

16 

27 

□ 

Supple Ancient Nord 
Bow* 

14 

18 

235 

*Note: Uses Iron enchant list. 

| Ancient Nord Arrow 

10 

0 

1 

Dragon Priest Dagger 

6 

5 

9 

Falmer Bow 

12 

15 

135 

] Falmer Sword 

10 

18 

67 

Falmer War Axe 

11 21 

82 

] Falmer Supple Bow 

15 

20 

410 

□ 

Falmer Arrow 

7 

0 

1 

]] Honed Falmer Sword 

12 

18 

205 

□ 

Honed Falmer 

War Axe 

13 

21 

245 

□ 

Forsworn Axe 

14 

14 

81 

□ 

Forsworn Bow 

8 

9 

95 

□ 

Forsworn Sword 

8 

12 

5 

] Forsworn Arrow 

7 

0 

] 

]] Silver Greatsword 

17 

12 

160 1 

~^\ Silver Sword 

8 ' 

7 

100 

]] Imperial Bow* 

9 

8 

90 

| | Imperial Sword* 

8 

10 

23 


*Note: Uses Iron enchant list. 

OTHER WEAPONS & TOOLS 


] Blades Sword 

11 10 

300 : 

] Pickaxe 

5 

10 

5 

Note: Required to mine ore. 

^ Scimitar 

11 

10 

5 

| | Woodcutter's Axe 

5 

10 

5 

Note: Required to chop wood. 


TRANING 




WEAPONS, ARMOR, AND ITEMS 

THE BESTIARY QUESTS 


75 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 







a 

NAME 

U>J 

<_D 

WEIGHT 

VALUE 

ENCHANTMENT 

NOTES 

STAFFS 

]] Forsworn Staff 

0 

8 

183 

Flames 


|j Grand Staff of Charming 

0 

8 

1393 

Calm 


]] Grand Staff of Repulsion 

0 

8 

1289 

Repel Undead 


| Grand Staff of Turning 

0 

8 

1520 

Turn Greater Undead 


| | Minor Staff of Turning 

0 

8 

556 

Turn Lesser Undead 



Staff of Banishing 

0 

8 

926 

Banish Daedra 



Staff of Chain Lightning 

0 

8 

1494 

Chain Lightning 



| Staff of Calm 

0 

8 

1153 

Calm 



Staff of Courage 

0 

8 

79 

Courage 



Staff of Daedric Command 

0 

8 

2307 

Command Daedra 



Staff of Dread Zombies 

0 

8 

1248 

Dread Zombie 



Staff of Expulsion 

0 

8 

2092 

Expel Daedra 



Staff of Fear 

0 

8 

2443 

Fear 



Staff of Fireballs 

0 

8 

1309 

Fireball 



Staff of Firebolts 

0 

8 

456 

Firebolt 



| Staff of Flames 

0 

8 

183 

Flames 



Staff of Frenzy 

D 

8 

1149 

Frenzy 



Staff of Frostbite 

0 

8 

198 

Frostbite 



Staff of Fury 

0 

8 

803 

Fury 



Staff of Ice Spikes 

0 

8 

511 

Ice Spike 



Staff of Ice Storms 

D 

8 

1401 

Ice Storm 



Staff of Inspiration 

0 

8 

317 

Rally 



Staff of Lightning Bolts 

0 

8 

538 

Lightning Bolt 



Staff of Magelight 

0 

8 

239 

Magelight 



Staff of Mending 

0 

8 

613 

Heal Other 



Staff of Paralysis 

0 

8 

3965 

Paralyze 



Staff of Reanimation 

0 

8 

949 

Reanimate Corpse 



Staff of Repulsion 

0 

8 

675 

Repel Lesser Undead 



Staff of Revenants 

0 

8 

824 

Revenant 



Staff of Soul Trapping 

0 

8 

986 

Soul Trap 



Staff of Sparks 

0 

8 

218 

Sparks 



| Staff of the Familiar 

0 

8 

926 

' Conjure Fqpliar 



Staff of the Flame Atronach 

0 

8 

727 

Conjure Flame Atronach 



Staff of the Flame Wall 

D 

8 

1310 

Wall of Flames 



Staff of tfie Frost Atronach 

0 

8 

1106 

Conjure Frost Atronach 



Staff of the Frost Wall 

D 

' 8 

1468 

Wall of Frost 



Staff of the Healing Hand 

D 

8 

198 

Healing Hands 



Staff of the Storm Atronach 

0 

8 

1656 

Conjure Storm Atronach 



Staff of the Storm Wall 

0 

8 

1531 

Wall of Storms 



Staff of Turning 

0 

8 

1036 

Turn Undead 



Staff of Vanquishment 

0 

8 

1807 

Rout 



Staff of Zombies 

0 

8 

449 

Raise Zombie 



UNIQUE WEAPONS 

- DUNGEONS 

3 Aeglsbone 

18 

24 

135 

Frost Damage 5 

]] Angi's Bow 

7 

7 

50 


□ 

Bloodthorn 

5 

2.5 

183 

Soul Trap 


] Bolar's Oathblade 

11 

10 

1014 

Damage Stamina 25, Fear 


| Borvir's Dagger 

3 

4 

18 


] Bow of the Hunt 

10 

7 

434 

+20 Damage to Animals 


|; Ceremonial Axe 

9 

14 

5 


Ceremonial Sword 

8 

12 

5 


| Dragon Priest Staff 

0 

8 

1570 

Wall of Flames 



□ NAME 

DAMAGE 

WEIGHT 

VALUE 

ENCHANTMENT 

NOTES 

Dragon Priest Staff 

0 

8 

mi 

Wnil of Storms 


]] Drainblood Battleaxe 

' 21 

Li] 

266 

Absorb Health 1 5 


Drainheart Sword 

11 

3 

73 

Absorb Stamina 1 5 


| | Drainspell Bow 

14 

6 

458 

Absorb Magicka 1 5 


1 1 Eduj 

11 

9 

300 

Frost Damage 10 


] Eye of Melka 

0 

8 

1234 

Fireball 


~^\ Froki's Bow 

6 

5 

307 

Damage Stambw 10 


U Gadnor's Staff of Charming 

0 

8 

803 

Fury 


| | Gauldur Blackblade 

8 

12 

234 

Absorb Health 

Leveled 

] Gauldur Blackbow 

14 

18 

750 

Absorb Magicka 

Leveled 

| Ghostblade 

8 

1 

300 

+3 Damage (Ignores Armor) 


| Halldir's Staff 

0 

8 

1874 

Calm & Soul Trap 


Hevnoraak's Staff 

0 

8 

1791 

Wall of Storms 


]] Lunar Iron Mace 

9 

13 

99 

Bonus Fire Damage at Night 

Leveled 

Lunar Iran Sword 

7 

9 

89 

Bonus Fire Damage at Nighi 

Leveled 

| | Lunar Iron War Axe 

8 

11 | 

94 

Bonus Fire Damage at Night 

Leveled 

| Lunar Steel Mace 

10 

14 

129 

Bonus Fire Damage at Night 

Leveled 

]] Lunar Steel Sword 

8 

10 

69 

Bonus Fire Damage at Night 

Leveled 

] Lunar Steel War Axe 

9 

12 

119 

Bonus Fire Damage at Night 

Leveled 

]] Notched Pickaxe 

S 

10 

303 

Fortify Smithing 5, Shock 
Donnie 5 

Can be used ta 
mine ore. 

| Okin 

12 

11 

320 

Frost Damage 1 0 


| | Poacher's Axe 

5 

10 

31 

+3 Damage to Animals 


] Red Eagle's Bane 

11 

15 

345 

Burn Undead, Turn Undead 


| | Red Eagle's Fury 

8 

12 

97 

Fire Damage 5 


] Rundi's Dagger 

5 

2.5 

18 



]] Spider Control Rod 

LU 

8 

153 

Place Spider Beacon 


| Staff of Hag's Wrath 

0 

8 

1310 

Wall of Flames 


]] Staff of Jyrik Gauldurson 

0 

8 

594 

Lightning Bolt 


| I Steel Battleaxe of Fiery 

1 — 1 Souls 

18 

21 

320 

Soul Trap, Fire Damage 10 


| | The Langhammer 

21 

10 

90 

Faster swings 


| | The Pale Blade 

8 

12 

169 

Frost Damage, Fear 

Leveled 

]] The Woodsman's Friend 


20 

28 



] Trollsbane 

20 

25 

121 

Fire Damage 1 5 to Trolls 


] Windshear 

11 

10 

40 

Knockdown on Bash 60% 



UNIQUE WEAPONS - QUEST REWARDS 


| Blade of Woe 

12 1 

7 

880 

Absorb Health 10 


| | Chillrend 

10 

rTj 

552 

Frost Damage, Paralyze 

Leveled 

[] Dragonbane 

10 

10 

789 

Shock Damage, Bonus 
Damage to Dragons 

Leveled 

Firiniel's End 

13 

12 

785 

Frost Damage 20 


| | Keening 

B 

4 

13 

Absorb Health, Magicka, 
Stamina 1 0 


]] Nightingale Blade 

10 

11 

426 

Absorb Health, Absorb 
Stamina 

Leveled 

] Nightingale Bow 

12 

9 

493 

Frost Damage, Shock 
Damage | 

Leveled 

| 1 Shiv 

5 

2 

5 


]] Staff of Magnus 

0 

8 

1468 

Absorb Magicka, then Health 


[] The Rueful Axe 

22 

10 

1183 

Damage Stamina 20 


]] Valdr's Lucky Dagger 

5 

2.5 

15 

25% Critical Hit Chance 


| Wuuthrad 

25 

25 

2000 

1.2x Damage to Elves 



c 

V7 i> 


The Sider Scrolls V 


S I< Y R 1 M 


THE INV E NTORY f>y 

i'aiod wimi 9Mi wwmmmsim 



H NAME 

DAMAGE 

WEIGHT 

VALUE 

ENCHANTMENT 

NOTES 


UNIQUE WEAPONS 

- QUEST ITEMS 


□ 

Alessandro's Dagger 

5 

1 

10 



□ 

Amren's Family Sword 

7 

9 

25 



□ 

Batgruuf's Greotsword 

17 

17 

200 



□ 

Blade of Sacrifice 

10 

4 

144 



]] Broken Staff 

17 

10 

5 



□ 

Drovin' s flaw 

B 

7 

50 



□ 

Ghorbo^li's Ancestral Axe 

3 

11 

30 



□ 

Gnmsever 

12 

14 

727 

Frost Damage 1 5 


Headsman's Axe 

17 

11 

15 


t 


H NAME 

DAMAGE 

WEIGHT 

uu 

ii 

ENCHANTMENT NOTES 

] Hjalti's Sward 

8 12 

13 


J Kahvozein's Fang 

6 5 

9 


]] Nettlehane 

6 10 

5 


_J Queen Freydis's Sword 

8 10 

45 


]] Rusty Mace 

7 13 

5 


| Shagrol's Warhommer 

21 26 

200 


] Staff of Arcane Authority 

0 8 

2443 

Fear 

| Staff of Tandil 

0 8 

2530 

Mass Calm 

| | Steel Swaid 

8 10 

23 



{*> Table IV: Armor 



This section lists all of the armor, robes, and other clothing available to you, and their properties. 

Armor and Clothing marked "Uses [Material] enchant list" has the same enchantment levels as an item of the indicated material type. 

Circlets, Rings, and Necklaces may appear with armor enchantments of any level. 

Enchanted armor will have a higher value than shown here. The additional value added by the enchantment depends on the type and strength of the 
enchantment. 

Armor and Clothing marked "Leveled" has several different leveled variants; you will always receive the one most appropriate to your level. Higher-level versions may have better 
statistics and stronger enchantments than the example listed here. 

All shields are listed as being 'Heavy Armor'. However, they don't count as Heavy Armor for the purposes of skills or perks. For example: 

0 Your Heavy Armor skill doesn't make you any better with a shield. 

0 If you have perks that only work if you're wearing a full set of light armor or no armor, holding a shield doesn't count against you. 

Clothing often comes in a variety of appearances that aren't distinguished by name (there are at least a half-dozen 'boots', for example). So a representative item from each set has 
been listed here. Be aware that an item's appearance and properties may vary slightly between instances of these items. 

All Armor and Clothing, with the exception of Unique Armor (of any type) can be found in a variety of locations throughout the world. Unique Armor and Outfits are tracked in the Atlas 
Chapter (page 414) and Appendices of this guide. 

& 4 


H NAME 

OS 

o 

Ch£ 

<_0 

uj 

=1: 

!zE> 

r 

U^J 

STANDARD HEAVY ARMOR SETS 


]] Iran Armor 

25 

30 

125 

Heavy 

[] Iron Boots 

10 

6 

25 

Heavy 

]] Iron Gauntlets 

10 

5 

25 

Heavy 

~^\ Iron Helmet 

15 

5 

60 

Heavy 

U Iron Shield 

20 

12 

60 

Heavy 

] Steel Armor 

31 

35 

275 

Heavy 

| Steel Cuffed Boots 

12 

8 

55 

Heavy 

~^\ Steel Shin Boots 

12 

8 

55 

Heavy 

Steel Nordic Gauntlets 

12 

4 

55 

Heavy 

| Steel Imperial Gauntlets 

12 

4 

55 

Heavy 

| Steel Helmet 

17 

5 

125 

Heavy 

] Steel Horned Helmet 

17 

5 

125 

Heavy 

Steel Shield 

24 

12 

150 

Heavy 

Dworvea Armor 

34 

45 

400 

Heavy 

Dwarven Boots 

13 

10 

85 

Heavy 

Dwarven Gauntlets 

13 

8 

85 

Heavy 

~] Dwarven Helmet 

18 

12 

200 

Heavy 

J Dwarven Shield 

26 

12 

225 

Heavy 

]] Steel Plate Armor 

40 

38 

625 

Hecvy 

] Steel Plate Boots 

14 

9 

125 

Heavy 




Steel flaTe Gaunltefs 14 

Sieel Flore Heknet 19 

Steel Plate Shield 28 

Orcish Armor 40 

Orcish Boots 1 5 

Orcish Gauntlets 1 5 

Orcish Helmet 20 

Orcish Shield 30 

Ebony Armor 43 

Ebony Boots 1 6 

Ebony Gauntlets 16 

Ebony Helmet 21 

Ebony Shield 32 

Dragonplate Armor 46 

Dragonplate Boots 1 7 

Dragonplate Gauntlets 1 7 

Dragonplate Helmet 22 

Dragonplote Shield 34 

Daedric Armor 49 

Dnedrk Boots 18 

Daedric Gauntlets 18 


6 

6 

14 

35 

7 

7 

8 
14 
38 

7 
1 
10 

14 
40 

8 
8 
8 

15 
50 
10 
6 


125 

300 

325 

1000 

200 

200 

500 

500 

1500 

275 

275 

750 

750 

2125 

425 

425 

1050 

1050 

3200 

625 

625 


Hetwy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 

Heavy 



] Daedric Helmet 
~^\ Daedric Shield 


1600 Heavy 

1600 Heavy 


STANDARD LIGHT ARMOR SETS 


; Hide Armor 

20 

5 

50 

Light 

| [ Hide Boots 

5 

| ' 


Light 

]] Hide Bracers 

5 

1 

10 

light 

|i Hide Helmet 

10 

2 

25 

Light 

| | Hide Shield 

15 

4 

25 

Light 

| Leather Armor 

26 

6 

125 

Light 

Leather Boots 

7 

2 

25 

Light 

]] Leather Bracers 

7 

2 

25 

Light 

~^\ Leather Helmet 

! 12 

2 

60 

Light 

| Elven Armor 

29 

4 

225 

Light 

| | Elven Boots 

pr 

1 

45 

Light 

| Elven Gauntlets 

8 

1 

45 

Light 

Elven Helmet 

13 

1 

no 

Light 

| | Elven Shield 

21 

4 

115 

Light 

]] Serried Armor 

32 

6 

350 

Light 

] Scaled Horn Armor 

32 

6 

350 

Light 

| Scaled Boots 

9 

2 

70 

Light 

]] Scaled Bracers 

9 

2 

70 

Light 


THE INVENTORY 


WEAPONS, ARMOR, AND ITEMS 


[\V 


71 


TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





Scaled Helmet 
2 Glass Armor 

□ Glass Boots 
2 Glass Gauntlets 

□ Glass Helmet 
| Glass Shield 

2 Dragonscale Armor 
2 Dragonscale Boots 
| | Dragonscale Gauntlets 12 3 300 Light 

2 Dragonscale Helmet 17 4 750 Light 

| Dragonscale Shield 29 6 750 Light 

STANDARD ARMOR PIECES 
These pieces are not part of a complete set, but use enchantments from 
the standard list. 


14 2 175 Light 

38 7 900 Light 

11 2 190 Light 

11 2 190 Light 

16 2 450 Light 

27 6 450 Light 

41 10 1500 Light 

12 3 300 Light 


2 Banded Iron Armor 
Note: Uses Iron enchant list. 

2 Banded Iron Shield 
Note: Uses Iron enchant list. 
□ Studded Armor 
Note: Uses Leather enchant list. 


28 35 200 Heavy 


22 12 100 Heavy 


Light 


H NAME 

o 

0K 

cd 

yj 

s 

1 

u-r 

o_ 

£ 

2 Markarth Guard's Helmet 

11 

2 

35 

Light 

| | Markarth Guard's Shield 

17 

3 

40 

Heavy 

2 Pale Guard's Armor 

23 

6 

75 

Light 

| | Pale Guard's Helmet 

11 

2 

35 

Light 

2 Pale Guard's Shield 

17 

3 

40 

Heavy 

2 Riften Guard's Armor 

23 

6 

75 

Light 

| | Riften Guard's Helmet 

11 

2 

35 

Light 

| | Riften Guard's Shield 

17 

3 

40 

Heavy 

2 Solitude Guard's Armor 

23 

6 

75 

Light 

2 Solitude Guard's Helmet 

11 

7 

35 

Light 

2 Solitude Guard's Shield 

17 

3 

40 

Heavy 

2 Whiterun Guard's Armor 

23 

6 

75 

Light 

2 Whiterun Guard's Helmet 

11 

2 

35 

Light 

2 Whiterun Guard's Shield 

17 

3 

40 

Heavy 

2 Windhelm Guard's Shield 

17 

3 

40 

Heavy 

2 Winterhold Guard's Armor 

1 1 Winterhold Guard's 

1 — 1 Helmet 

23 

11 

6 

2 

75 

35 

Light 

Light 

2 Winterhold Guard's Shield 

17 

3 

40 

Heavy 


ENEMY / FACTION-SPECIFIC ARMOR 


j tiven unaea Armor 

Note: Uses Glass enchant list. 

q jdu ugnr 

| | Ancient Nord Armor 25 28 

1 25 Heavy 

SOLDIER AND GUARD ARMOR 

J Ancient Nord Boots 

10 

5 

25 

Heavy 

2 Imperial Light Armor* 

23 

6 

75 

Light 

2 Ancient Nord Gauntlets 

10 

4 

25 

Heavy 

2 Imperial Light Boots* 

6 

2 

15 

Light 

2 Ancient Nord Helmet 

15 

4 

60 

Heavy 

2 Imperial Light Bracers* 

6 

1 

15 

Light 

2 Blades Armor 

44 

45 

400 

Heavy 

2 Imperial Light Helmet* 

11 

2 

35 

Light 

2 Blades Boots 

13 

10 

85 

Heavy 

2 Imperial Light Shield* 

19 

4 

40 

Light 

2 Blades Gauntlets 

13 

8 

85 

Heavy 

Studded Imperial Armor* 

23 

6 

125 

Light 

| | Blades Helmet 

18 

12 

200 

Heavy 

*Note: Uses Leather enchant list. 

| | Blades Shield 

26 

12 

225 

Heavy 

2 Imperial Armor* 

25 

35 

100 

Heavy 

2 Falmer Armor 

31 

20 

275 

Heavy 

2 Imperial Boots* 

10 

8 

20 

Heavy 

| | Falmer Boots 

12 

4 

55 

Heavy 

2 Imperial Bracers* 

10 

4 

15 

Heavy 

2 Falmer Gauntlets 

12 

4 

55 

Heavy 

2 Imperial Helmet* 

15 

5 

50 

Heavy 

2 Falmer Helmet 

10 

5 

25 

Heavy 


*Note: Uses Steel enchant list. 

| Imperial Helmet 18 

2 Imperial Officer's Helmet 17 

| | Imperial Shield 20 

2 Stormdoak Cuirass 21 

| Stormdoak Helmet 10 


5 

4 

12 


30 

30 

50 

25 

12 


Heavy 

Heavy 

Heavy 

Light 

Light 


| | Fur Boots 

5 

2 

5 

Light 

2 Fur Gauntlets 

5 

2 

5 

Light 

2 Stormdoak Officer Armor 

27 

0 

35 

Light 

2 Stormdoak Officer Boots 

7 

2 

i 

Light 

2 Stormdoak Officer Bracers 

7 

2 

7 

Light 

2 Stormdoak Officer Helmet 

12 

2 

15 

Light 

2 Eastmarch Guard Helmet 

12 

2 

12 

Light 

2 Falkreath Guard's Armor 

23 

6 

75 

Light 

2 Falkreath Guard's Helmet 

11 

2 

35 

Light 

2 Falkreath Guard's Shield 

17 

3 

40 

Heavy 

2 Hjoalmwch Guard's Armac 

23 

6 

75 

Light 

1 1 Hjaalmarch Guard's 

1 — 1 Helmet 

11 

2 

35 

Light 

2 Hjaalmarch Guard's Shield 

17 

3 

40 

Heavy 

2 Markarth Guard's Armor 

23 

6 

75 

Light 

AY 


The Bl 

derScroi 

Is V 


£H Falmer Shield 28 15 

2 Forsworn Armor 26 6 

2 Forsworn Boots 7 2 

2 Forsworn Gauntlets 7 2 

2 Forsworn Headdress 1 2 2 

2 Fur Armor 23 6 

2 Fur Bracers 6 1 

□ Fur Helmet 11 

2 Fur Shoes h 

□ Penitus Oculatus Armor 23 

2 Penitus Oculatus Boots 6 

| Penitus Oculatus Bracers 6 

□ Penitus Oculatus Helmet 1 1 

| | Thalmor Boats 5 

2 Thalmor Gloves 5 

2 Thalmor Hood 5 

□ Thalmor Robes* 0 

| | Hooded Thalmor Robes* 20 

*Note: Destruction spells cost 1 2% less to cast. 

2 Elven Light Armor 26 4 


10 

100 

20 

20 

50 

50 

10 

23 

4 

75 

15 

15 

35 

10 

10 

10 

410 

410 

125 


Heavy 

Light 

Light 

Light 

Light 

Light 

Light 

Light 

Light 

Light 

Light 

Light 

Light 


Light 


S K Y R 1 M 




£ 



Q NAME 

o 

0£ 

-< 

CD 

TrAJ 


LU 

HE 

& 

2 Elven Light Boots 

7 

[? 

25 

Light 

2 Elven Light Gauntlets 

7 

J 

25 

Light 

2 Elven Light Helmet 

12 

1 

60 

Light 

22 Wolf Armor 

31 

20 

55 

Heavy 

2 Wolf Boots 

12 

4 

11 

Heavy 

22 Wolf Gauntlets 

12 

4 

11 

Heavy 

22 Wolf Helmet 

17 

4 

125 

Heavy 

2 Vaermina Robes 

8 

5 

10 


STANDARD ROBES & HOODS 


Some robes come in several visual styles that do not affect their 
or other properties. 

names 

2 Black Robes 

O 

) 

5 


2 Blue Robes 

0 

1 

5 


2 College Robes 

0 

1 

10 


22 Hooded Black Robes 

0 

t 

5 


2 Hooded Blue Robes 

0 

t 

5 


2 Mantled College Robes 

0 

1 

5 


2 Black Mage Robes* 

0 

1 

153 


| | Hooded Black Mage 

1 — 1 Robes* 

0 

1 

55 


2 Necromancer Robes* 

O I 

55 


| | Hooded Necromancer 

1 — > Robes* 

O i 

55 


*Note: +50% Magicka Regen. 

2 Robes 

0 

1 

5 


Note: Uses Warlock Robes enchant list. 

2 Novice Robes 

0 

1 

153 


Note: +50% Magicka Regen; additionally u 
list. 

ses College Robes enchant 

2 Apprentice Robes 

0 

1 

539 


Note: +75% Magicka Regen; additionally uses College Robes enchant 
list. 

| Adept Robes 

0 

1 

977 


Note: +100% Magicka Regen; additionally uses College Robes enchant 
list. 

2 Expert Robes 

0 

1 

1517 


Note: +125% Magicka Regen; additionally uses College Robes enchant 
list. 

2 Master Robes 

0 

1 

2298 


Note: +150% Magicka Regen; additionally 
list. 

uses College Robes enchant 

2 Novice Hood 

0 

T 

305 


Note: +30 Magicka 

2 Apprentice Hood 

0 

1 

415 


Note: +40 Magicka 

2 Adept Hood 

(1 

1 

528 


Note: +50 Magicka 

JEWELRY 

- CIRCLETS 


2 | Copper and Onyx Circlet 

0 

7 

50 


| | Copper and Moonstone 

1 — 1 Circlet 

0 

1 

100 


2 Copper and Ruby Circlet 

0 

2 

150 


| | Copper and Sapphire 

1 — 1 Circlet 

0 

2 

200 


| | Silver and Moonstone 

1 — ' Circlet 

a 

2 

250 


Jade and Sapphire Circlet 

0 

2 

300 


2 Jade and Emerald Circlet 

0 

2 

350 


| Silver and Sapphire Circlet 

0 

2 

400 


2 Gold and Ruby Circlet 

0 

2 

450 



78 


THE INVENTORY 




D 

NAME 

ARMOR 

WEIGHT 

VALUE 

TYPE 

J Gold and Emerald Circlet 

0 

2 

500 

JEWELRY - RINGS 

□ 

Silver Ring 

0 

0.25 

30 


GoW Ring 

0 

0.25 

75 

□ 

Silver Garnet Ring 

0 

0.25 

160 

□ 

Silver Amethyst Ring 

0 

0.25 

100 

□ 

Silver Ruby Ring 

0 

0.25 

260 


Q NAME 

ae 

O 

== 

DC 

■c 

WEIGHT 

VALUE 

Ll_l 

D_ 

[J Gold Sapphire Ring 

0 

0.25 500 


Gold Emerald Ring 

0 

0.25 700 


3 Gold Dromond Ring 

0 

0.25 200 


JEWELRY ■ NECKLACES & AMULETS 

]] Silver Necklace 

'• 1 

0+5 60 


Gold NeckJate 

0 

0,5 120 

Silver Jeweled Necklace 

1® 

0,5 380 



Q NAME 

ARMOR 

WEIGHT 

VALUE 

TYPE 

“ 

Gold Jeweled Necklace 

0 

0.5 

485 


Gold Ruby Metkloce 

0 

i 0-5 

5 SC 


Silver Sapphire Necklace 

0 

0.5 

580 


Silver Emerald Necklace 

1 

LM 

030 


Gold Diamond Necklace 

0 

0.5 

1200 


Ancient Nord Amulet 

0 


1 00 



JEWELRY - DIVINES AMULETS 



Amulet of Akatosh 

0 

1 1 

89 

+25% MtNjicko Regan 


Amulet of Arkoy 

0 

1 

114 

+10 Health 


Amulet of Dibeila 

0 

' 1 

118 

+1 5 Speechcraft 


Amulet of Julionos 

0 

IN 

108 

+10 Magicka 


Amulet of Kynarelh 

0 

i 1 

96 

+10 Stamina 


Amulet of Mora 

0 

1 

316 

Restoration spells cost 1 0% less to cost. 


Amulet erf Stendorr 

0 

! 1 

196 

Shields block 10% more damage. 

= 

Amulet of Talas 


1 

25 

Time between Shouts reduced by 20%. 


Amulet of Zenithal 

0 

1 

511 

Prices are 10% better. 


UNIQUE ARMOR - DUNGEON REWARDS 


□ 

Ancient Helmet of the 
Unburned 

15 

4 

841 

Heavy 

Resist Fire 40% 


Diadem of the Savant 

7 

4 

1201 

Light 

All spells cost 5% less to cast. 


Fjola's Wedding Bond 

0 

0.3 

150 



Gloves of the Pugilist 

5 

2 

194 

Light 

+10 Unarmed damage 


Helm of Yngol 

21 

8 

565 

Heavy 

Resist Frost 30% 


Ironhond Gauntlets 

’ 12 

4 

444 

Heavy 

Improve Two-Handed 1 5% 

□ 

Kyne's Token 

0 

1 

325 


Improve Archery 5%, Damage from Animals 
-10% 


Movorth's Boots 

5 

1 

792 

Light 

Improve Sneaking 15 


Predator's Groce 

5 

1 

117 

Light 

Muffle, Stamina Regenerates Faster 

Targe of the Blooded 

20 

8 

300 

Heavy 

Bashes^do 3 Bleeding Damage / 5s, 

UNIQUE ARMOR - DRAGON PRIEST MASKS 

□ 

Hevnoraak 

23 

9 

091 

Heavy 

+40 Heavy Armor 

□ 

Konohrik 

24 

7 

3200 

Heavy 

Heal wearer and damage enemies when health 
is low. Chance to summon a Dragon Priest. 


Krosis 

21 

5 

1615 

Light 

Improve Lockpicking 20%, Archery 20%, 

Alchemy 20% 


Morokei 

5 

4 

637 

Light 

+100% Magicka Regen 


Nahkriin 

23 

9 

2173 

Heavy 

+50 Magicka; Improve Destruction 20%, 
Restoration 20% 



Otar 

23 

9 

1521 

Heavy 

Resist Fire 30%, Resist Frost 30%, Resist 

Shock 30% 

J Rahgot 

23 ’ 

9 

962 

Heavy 

+70 Stamina 

| Vokun 

23 

9 

2182 

Heavy 

Improve Conjuration 20%, Illusion 20%, 

Alteration 20% 

Valsing 

23 

9 

4611 

Ugh! 

+20 Carry Weight, Improve Prices 20%, 
Waterbreathing 

~~| Wooden Musk 

2 

2 

40 

Light 

Timeshift the Labyrinthian Sanctuary 


UNIQUE ARMOR - QUEST REWARDS 


] Amulet of Articulation 

2 

1 

1067 

Light 

Improve Speech, Persuade chocks always 
succeed 

Nate: Leveled 

1 j Ancient Shrouded 

1 — 1 Armor 

33 

S 

617 

Light 

Resist Poison 100% 

| I Ancient Shrouded 
! — 1 Goats 

12 

G.5 

355 

Light 

Muffle 


. 


1 

WEIGH! 

VALUE 

aj 

ENCHANTMENT 

C 

Ancient Shrouded Cowl 

15 

1 

1199 

light 

Improve Archery 35% 

□ 

Ancient Shrouded 

Gloves 

12 

1 

175 

Light 

Double One-Handed sneak attack damage 


Aichmoge's Rates 

0 

1 

2409 


All spells cost 15% less to cast 


Armor of the Old Gods 

24 

3 

Oil 

Light 

Destruction spells cost 1 5% less to cost 


Asgerr's Wedding Band 

0 

0.3 

100 




Boots 

0 

y 

003 


Resist Shock 40% 


Boots of the Old Gads 

7 

1.5 

1104 

Light 

Improve Sneak 20% 


Cicero's Boats 

T 

0.5 

355 


Muffle 


Cicero's Clothes 

0 

1 

1946 


Improve One-Handed 20%, Improve Prices 20% 


Cicero's Gloves 

0 

0i 

e 


DouNe One-Handed sued; attack damage | 


Cicero's Hot 

0 

0.5 

21 58 


Improve Sneok 35% 

□ 

Gaulcfur Amulet 

Fragment (FnfgunM 

0 

0.5 

814 


+30 Health 


. — . Guuldur Armjl«t 

1 Fragment fGeirmund '5 0 0.5 753 +30 Stamina 

Hof) 


□ 

Gauldur Amulet 

1 Fragment (SaarM 

0 

0.5 

795 


+30 Magkko 

□ 

1 Gatintfels of the Old 
! Gods 

3 

0.5 

592 

light 

Improve Archery 20% 


Guild Master’s Armor 

38 

10 

' 1779 

Light 

+50 Carry Weight 


Guid Master's Boots 

11 

2 

649 

Light 

Improve Pickpocket 35% 


Guild Master's Gloves 

i_LU 

J_ 

599 

Light 

Improve Lodtpkk 35% 


Guild Master's Hoad 

m 

3 

1252 

Light 

Improve Speech 20% 


Helm of Winlerhold 

17 

5 

125 

Heavy 


t 

Helmet of the Old 

Gods 

12 

1 

345 

Light 

+30 Magicka 


Jester's Boots 

0 

1 

305 


Muffle 


Jesters Oolhes 

0 

1 

1163 


Improve One-Handed 1 2%, Improve Prices 1 2% 


jester's Gloves 

0 

0,5 

125 


Double Qne-Honded sneok attack damage 


Jester's Hat 

0 

0.5 

1806 


Improve Sneok 30% 


Jeweled Amulet 

D 

0.5 

10(H) 




Unwe's Armor 

31 

8 

36 B 

light 

+1 5 Stamina 


Umve's Boots 

Jlj 

2 

837 

Light 

Improve Sneok 15% 


linwes Gloves 

11 

2 

483 

light 

Improve OneJtnnded 1 5% 


Unwe's Hood 

Ti 

T - 

563 

Light 

Improve Archery 15% 


Moge's Orels! 

0 

2 

509 


Improve Magicka 

Note: Leveled 

J Main's Ring 

0 0.3 434 Improve Alchemy 15% 

Note: Bonus reword for Dark Brotherhood Quest Sentenced to Death. 

j Necromancer Amulet 

0 

0.5 

2435 


+50 Mogicka, Improve Conjuration 25%, -75%' 
Health and Stamina Regen 

□ 

Nightingale Armor" 

34 

12 

124? 

Light 

+ Stomino, Resist Frost 

u 

Nightingale Boots* 

10 

2 

295 

Light 

Muffle 

□ 

Nightingale Gloves' 

10 

2 

819 

Light 

Improve Lockpick, Improve One-Handed 



«[ 


-«L 


WEAPONS, ARMOR, MO ITEMS 




» THE INVENTORY 


THE BESTiARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 








] Worn Shrouded Cowl 8 2 SO Light 

_ Woin Shrouded Gloves 4 2 50 lighr Bockstub does double domoge 


UNIQUE ARMOR - QUEST ITEMS 


i 1 Andurs' Amulet of 
l — ! Arkoy 

0 

1 

294 


+10 Health 

r 

Cokelmo's Ring 

: 0 

0.3 

20 




Charmed HwkNace 

0 

0,5 

790 


+25 Carry Weight 


Cursed Ring of Hircine 

0 

0,3 

50 


Random werewolf transformations. 

Note: No effett except on werewolves 



Enchanted Ring 

0 

0,3 

207 


+20 Health 


Execution Hood 

0 

0.S 

5 




fjotli's Silver Locket 

0 

0.5 

30 




Focusing Gloves 

0 

0 

0 




HroMt's Shield 

24 

12 

60 

Heavy 



feTei's Ring 

0 

0,3 

40 




Jogged Crown 

23 

? 

5000 

Heavy 


Leather Hood 

0 

1 

10 

— 



Modest's Silver Ring 

0 

0,3 

10 




Mo-on Amufet 

0 

0.S 

250 




Hester's Helmet 

I if 

2 

35 

Light 


□ 

□ 

Ogmund's Amulet 

1 of Tains 

0 

1 

25 


Time between Shouts reduced by 20% 

Pony Boots 

0 

0 

25 



J Forty Qothes 

0 

1 

25 



j | Rairek's Inscribed 
! — J Amulet of Jobs 

0 

1 

205 


lime between Shouts reduced by 20% 

J Reyda's Necklace 

0 

0.5 

30 



J Ring of Pure Mixtures 

0 

0,3 

33? 


Improve Alchemy 12% 

□ 

I Roggi’s Ancestral 

1 Shield 

20 

12 

60 

Heavy 


~2 Soorthol Amulet 

: 0 

0.8 

184 


Spells cost 3% less to cast. 

p 

Shohvee’s Amulet of 

1 Zencfhor 

0 

1 

691 


Improve Prices 10% 

Strange Amufet 

0 

0 

1000 




The Forgemastef p s 
Firsts 

10 

5 

394 

Heavy 

Improve Smithing 15% 

□ 

Viola's Gold Ring 

0 

0,3 

75 



[ ] Yisro's Necklace 

0 

0.5 

50 




a 

NAME 

s 

CJD 

=> 

LJ— 1 

a- 

e= 


CLOTHES - 

STANDARD OUTFITS 


Common clothes worn by people throughout Skyrim. Most outfits have 
several visual styles, but similar or identical names. 


Arm Bandages 

1 0 

0.5 

1 



Belted Tunic 

0 

1 

2 



| Blacksmith's Apron 

0 

> 

8 



Boots 

0 

1 

3 



Brown Robes 

0 

1 

5 



| Child's Qothes 

pT] 

1 

4 



Clothes 

, 0 





| College Boots 

3 

0 

0 

Light 


[ Cowl 

0 

1 

I 



Cuffed Boots 

tit 

1 

25 



Embellished Robes 

2 

3^ 

100 



Embroidered Garment 

0 

1 

100 



n 

NAME 

ARMOR 

WEIGHT 

VALUE 

MJ 

a_ 

£ 


Fine Armguards 


0.5 

25 

light 


Fine Boots 

0 

0 

20 



Fine Galties 

0 


50 


_ 

Fine Hot 

0 

0.5 

25 



Fine Roiment 

0 

1 

'm 



Footwrops 

0 

1 

1 



Fur-lined Boots 

0 

1 1 

^ 25 1 



For-Trimmed (look 

0 

1 

m 



Gilded Wristguards 

; 7 

0.5 

2] 

Light 

” 

Gloves 

0 

0,5 

l 



Green Robes 

0 

1 

nn 



Grey Robes 

0 

1 

5 



Honrnwrfell Garb 

0 

1 

pn 



Hat 

0 

0,5 

i 



Head bandages 

5 

0 

0 




Hooded Brown Robes 0 1 5 


Hooded Green Robes D 1 5 

Hooded Grey Robes G I 5 


Hooded Monk Robes 0 I 5 



Hooded Necromancer Rohes 

0 

1 

5 



Headed Red Robes 

0 

1 

5 


Mage Hood 

0 

1 

; 1 



Med College Robes 

° 


5 


— 

Miner's Clothes 

0 

1 

2 



Monk Robes 

0 

1 

5 


_ 

Necromancer Robes 

0 

1 

5 



Noble Clothes 

2 

. 3 

100 



Pleated Shoes 

0 

1 

25 


Radiant Raiment Fine Clothes 

0 

1 

55 



Ragged Boots 

0 

1 

1 



BO 



:r.e V 

skyrTm 


THE INVENTORY 


fttiAfA UtTO m\; rm; 


HVHil 







El NAME 


[ | Sagged Cap 

Ragged Robes 
] Ragged Trousers 
j. Red Rubes 
Redguord Bools 
Refined Me 
] Roughspan Tunic 
1 Shoes 
] Chef's Tunic 



B 

NAME 

ARMOR 

WEIGHT 

VALUE 

LU 

□ 

Chef’s Hot 

0 

0.5 

1 ' 


□ 

Mourner's Hat 

0 

0.5 

! 


□ 

Mourner's Clothes 

0 

1 

2 


□ 

Alik'f Hoad 

0 

0,5 

2 



QUEST / UNIQUE OUTFITS 


Unique outfits warn by important charoctere or during special events. 


Emperor's Rohes 

D 

1 

too 


□ 

Mythic Down Boots 

E 

H 

15 


I] 

Mythic Dawn Gloves 

0 

i 

25 


□ 

Mythic Down Robes 

0 

2 

>1 




Mythic Down Robes 


Ulfric's Clothes 


Ulhic's Bouts 
Ulfric's Bracers 


Wedding Dress 


Wedding Sandals 


Wedding Wreath 

General Julius' Aro 


G 2 2S 


G Jl 100 

0 1 1 2$ [ 

5 Q.5 ! 2S Light 


G 1 50 


1 


20 


0 ! & 5 10 

31 IB 65 Heavy 


CRAFTING: ALCHEMY 



£> Table V: Ingredients 


This table lists all the available ingredients and their properties (weight, value, effects) . In addition, three sample locations are shown where the 
ingredients can be found (usually in abundance, although this varies as some ingredients are only encountered as a single item rather than in clusters). 


Ahecean Langfin 0,5 
| j Bear Claws 


j. Weakness 
to Frost 

2 Restore 
Slammo 


Fortify Sneak 
Fortify Health 


Weakness to Fortify 

Poison Restoration 

Fortify Dcmcge 

One-handed Magkka Regen 


[9.00J Siften 17.00] Windhelm 

(Ronbde) _ (Docks) 

[9 .33] 10.05] Moss 

FaUcnvstone Cove Mother Cavern 


Pine Forest 
Exterior (hunt the 
onHnol} 


Caleb these fish randomly in lakes, rivers, end ihe ocean. 


Found on bear corpses. Check the Atlas for locations that 
have bears or predators. 


1 i 

| | Bee 

OJ 

3 

Restore 

Stommo 

Ravage 

Stamina 

Regenerate 

Stamina 

Weakness to 
Shock 

[9.10] 

Honeystrand 

Cave 

[9.29] 

GoEdenglow 

Esiote 

H 

Commonly found near beehives, which are plentiful here. 

: Beehive Husk 

1 

5 

Resist 

Poison 

Fortify Light 
Armor 

Fortify Sneak 

Fortify 

Destruclion 

[9J0] 

Honeystraad 

Cave 

{9,29] 

Guldengiow 

Estate 

H 

Commonlyfound near beehives, which are plentiful here. 

| j Bleeding Crown 

0.3 

10 

Weakness 
la Fire * 

Fortify Block 

Weakness to 
Poison 

Resist Magic 

[1J0] Pinemoan 
Cove (15) 

[2.02] Chillwind 
Depths (34) 

[9.043 

Geirmund’s Hall 
(34) 

Plentiful in these coves. 

’ Blisterwort 

0.2 

12 

Damege 

Stamina 

Frenzy 

Restore Health 

Fortify Smithing 

[2.02] ChiHwind 
Depths {59) 

[8,21] Halldir's 
Cairn (9) 

19.343 Inst 
Prospect Mine 
(9) 

Plentiful in these coves. 

| — \ Blue Butterfly 
LJ Wing 

OJ 

2 

Damage 

Stamina 

Fortify 

Conjuration 

Domage 

Mogicka 

Regen 

Fortify 

Enchanting 

' [7,00] Windheln ! 
(Wuunferth’s 
Quarters) 

[8 JO] Evergreen 
Grave 

Pine Forest 

Exterior 

Catch butterflies from midair to pluck their wings. 

' ! Blue Dartwing 

0.1 

1 

Resist 

Shock 

Fortify 

Pickpocket 

Restore Health 

Fear 

[6.01] Lund's 

Hut (3) 

m 

Steam crag Camp 

Any wilderness. 

These blue dragonflies are common in the wilderness, 
especially around shallow ponds. 

| Blue Mountortn 

1 — Flower 

OJ 

2 

Restore 

Health 

Fortify 

Conjuration 

Fortify Health 

Damage 

Mogicka Regen 

1 [LOO] Solitude 
{?) 

[9.00] Rte 

(7) 

Any wilderness. 

Plentiful around these Capitals, 

1 Bone Meal 

0,5 

5 

Damage 

Stamina 

Resist fire 

Fortify 

Conjuration 

Ravage 

Stamina 

[8.18] Bleak 

Falls Barrow 

[5.42] Vahhume 
(4) 

Any Drougr 

Dungeon 

Found on Skeletons and Oroogr. Check the Adas far 
references to this creature. 

| | Brio* Heart 

0.5 

20 

Restore 

Mogicka 

Fortify Block 

Paralysis 

Fortify Mogicka 

[5.44] Lost 

Valley Redoubt 

[5.26] Red Eagle 
Redoubt 

[5.18] token 
lower Redoubt 

Found on Forsworn Briar-Hearts, the leaders of most 
Forsworn Redoubts. Check the Atlas for locations. 

| j Butterfly Wing 

OJ 

3 

Restore 

Health 

Fortify Barter 

Lingering 

Domage 

Stamina 

Damage 

Mogicka 

[3.06] 

Nightcier 

Temple (4) 

{1 20] 

Shodowgreen 

Cavern 

Pine forest 

Exterior 

Catch butterflies from midair to pluck their wings. 

"1 Cons Root 

OJ 

5 

Damage 

Stamina 

Fortify 

One-handed 

Fortify 
! Marksman 

Paralysis 

’ [2.08] Swamp 
ground southeast 
of Folgunlhur (9) 

[2.IQ Summoning 
Stones {dose 

MM. 

[2,00] Mortfial 
(5) 

Usually grows in frozen coast or marshland. 

| i Charred Skeever 
LJ Hide 

0.5 

1 

Restore 

Stamina 

Cure Disease 

Resist Poison 

Restore Health 

[3.10] Fait 

Dunstod (2) 

[6.08] Sleeping 
Tree Comp (2) 

[3.07] Red Rood 
Puss (2) 

Usually roasting on bonfires. This cannot be cooked. 



TRAM 


C 


THE INVENTORY 


WEAPONS, ARMOR, AND ITEMS CRAFTING: ALCHEMY 

THE BESTIARY 


3 $> 



QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 






H 

INGREDIENT 

NAME 

WEIGHT 

VALUE 

EFFECT 1 

EFFECT 2 

EFFECT 3 

EFFECT A 

LOCATION A 
(AMOUNT IF 
APPLICABLE] 

LOCATION B 
[AMOUNT IF 
APPLICABLE) 

LOCATION C 
(AMOUNT IF 
APPLICABLE) 

NOTES 

H Chouruts Eggs 

0*2 

10 

Weakness 
lo Poison 

Fortify Stamina 

Damage 

Magicka 

Invisibility 

[4,04] Frosfffaw 
Lighthouse 
(Abyss) (200+) 

[2.02] Chiltmnd 
Depths (150+) 

[9,23] lolvaid's 
Cave (300+) 

Found on this enemy, as well as across these Caves. 

□ 

Chicken's Egg 

0,5 

2 

Resist 

Magic 

Damage 

Magicka 

n _ 

ReyeFt 

Woterbreathing 

fingering 

Damage 

Stamina 

[5.203 Salvias 
Farm (33 

[7.15] Miiwoter 
Mill (3) 

[8.31] Half-Moon 
Mill (2) 

Usually found in Chicken Nests. 

□ 

Creep Clusler 

0.2 

1 

Restore 

Mogicka 

Damage 

Stamina 

Regen 

Fortify Carry 
Weight 

Weakness to 
Magic 

[7.20) 

Bcnestrewn 

Crest (7) 

[7.05] 

Kynesgrove (dose 
by) (6) 

[7,17] Cranvangr 
Cove (6) 

Mainly found in Eestmarch Hold, 

J Crrmson Hknroot 

0,2 

to 

Damage 

Health 

Damage 

Stamina 

Imfcfeitty 

Resist Magic 

[10.02J 

Blackreach [44] 

H 

H 

Only found in Biackfeach, See Bleckreach map for more 
information. 

□ 

Cyrodific 

Spedetarl 

0,25 

15 

Damage 

Stamina 

Fortify 

Restoration 

Fear 

Ravage Health 

(9. DO] Rrften 
(Plankside) 

[7.00] Wittdhelm 
(Docks) 

H 

Catch these fish randomly in lakes, rivers, and the ocean. 

□ 

Dasdm Heart 

0.5 

250 

Restore 

Health 

Damage 

Stamina 

Regen 

Damage 

Magicka 

Fear 

[3.06] 

Nightcaller 

Temple (2) 

Daedric Quests: 

The Black Star or 
Pieces of the Past 

College af 
Winterhold 

Radiant Quest: 

The Atronach 

Forge 

Found on Dremara. Cannot be obtained from summoned 
Dremora. Check the Atlas for references to this creature. 

nr 

□ Deaitibell 

0.1 

4 

Damage 

Health 

Ravage 

Stamina 

Slow 

Weakness tn 
Poison 

' 12.23] 

Labyrintfiian 

(Shalidar’s 

Maze) (5) 

[2.08] 

Folgunthur (5+) 

[1,00] Solitude 
(inside Bards" 
College) (5) 

: Usually grows in frozen coast or marshland. 

□ 

Dragon's Tongue 

0,1 

5 

Resist Fire 

Fortify Sorter 

Fortify Illusion 

Fortify 

TwoFcmded 

[7.20] 

floriestrewn Crest 
(15+) 

[7*051 

Kynesgrove (7) 

FM«nLm A plant that looks like a dragon's tongue, not actually 

Sanctuary (5+) ton 9 ue 0 ^ ra 9 an - Usually ^ oun ^ in Lastmarch. 

□ 

Dwarven Gil 

0.25 

15 

Weakness 
to Magic 

Fortify Illusion 

Regenerate 

Magicka 

Restore 

Magicka 

12.18] 

Mzinchnleft (A) 

[3.31] 

[rkngfhand (2) 

[4.131 Alftand 

Cl) 

Found on many Dwarven Automatons. Otherwise, 
very rare. 

□ 

Ectoplasm 

0.1 

25 

Restore 

Mogicka 

Fortify 

Destruction 

Fortify Magicka 

Damage Health 

[6.09] 

flomwig's Fast 

[4,00] College of 
WinterhoJd (53 

[4.02] Vrtgvild 

Found on Ghosts. Check the Artos for references to this 
creature. 

□ 

Eltfes Ear 

0,1 

to 

Restore 

Mogicka 

Fortify 

Marksman 

Weakness to 
Frost 

Resist Fire 

11.00] Riffen 
(Bee and Barb) 

(7) 

[6,00] Whiterun 
(Dragonsreach) 

(9) 

[9.35] 

Black-Briar Lodge 

. jj _ J 

1 Dried Elves Ear can be found in most dwellings. 

1 

a 

Eye of Sabre Cat 

0,1 

2 

Restore 

Stamina 

Ravage Health 

Damage 

Magicka 

Restore Health 

[5.29] Korthspire 
Camp (2) 

Pine Forest 

Exterior (hunt the 
animal) 

Snowy mountains 
(hunt the animat) 

Found an Sabre Cats, regardless af pelt type. Check the 
Atlas far references to this creature. 

r 

Pointer For 

0,2 

to 

Damage 

Heafth 

Frenzy 

Resist Poison 

Fortify 

Lockpickmg 

14.13] Alftnn d 
(7) 

(4.00] College of 
Winteihold (3+) 

Any Dwarven 
Dungeon. 

Found on Falmer. Check the Atlas for references to this 
creature. 


Fire Salts 

0,25 

50 

Weakness 
ta Frost 

feist Fire 

Restore 

Magicka 

Regenerate 

Mogicka 

[8,02] 

Werstane 

Gorge (3) 

[3.063 

NightcnUer 

Temple (3) 

[4.2()f Septimus 
Signus 1 Outpost 

Found an Flame Atronachs, but cannot be obtained from 
summoned Atranachs. Check the Atlas for references to 
this creature. 

□ 

Fly Amanita 

m 

2 

Resist Fire 

Fortify 

Two-handed 

Frenzy 

Regenerate 

Stamina 

(1.101 finemoon 
Cave (60+) 

[9,043 

Geimumd's Hall 
(40+) 

(2.021 mm 

Depths (30+) 

Plentiful in these coves. 

n 

Frost iVlirrlam 

0.1 

1 

Resist Frost 

Fortify Sneak 

' 

Ravuge 

Mogickfl 

Damage 

Stamina Regee 

[9.35] 

fM-ta Lodge 
(5) 

[9.00] fflften 
(Temple af Mam) 
(4) 

[5.001 Markarth 
(VindreJi Hall) 

(3) 

Many buildings in Riften contain Dried Frost Mirriam. 

h 

Frost Softs 

0.25 

100 

Weakness 
to Fire 

Resist Frost 

Restore 

Magicka 

Fortify 

Conjuration 

19.00] Rrften 
(Mistveil Keep 
and Honeysrde) 

(5) 

[4.00] College of 
Winterhold (4+) 

[5.09] 

Harmugstahl 

1 Found on Frost Atronachs, but cannot be obtained from 
summoned Atronachs. Check the Atlas for references to 
! this creature. 

□ 

Garfit 

0.25 

1 

Poison FclSt T SfDminD 

Regenerate 

Magicka 

Regenerate 

Health 

[1243 

East Empire 
Warehouse (9) 

[1.00J Solitude 
(VirrofiD Ms 
House. (8) 

[3.10] Fort 
Dunstad (7) 

Usually found in many dwellings. 

□ 

Giant lichen 

0.25 

5 

Weakness 
to Shock 

Ravage Health 

Weakness to 
Poison 

Restore 

Magicka 

[2.10] Fort 
Snowhowk 
(marsh exterior) 
04} 

[2.21] Kienstag 
Ruins (west of 
Mon) (9) 

(2.161 Ustengrav 
(8) 

Mostly found outside. 

□ 

■i 

Giant's Toe 

! 1 ' 

20 

Damage 

Stamina 

1 

Fortify Health 

Sr^ 

" 

Damage 

Stamina Regen 

(2.07] Mini 
Sterne Camp 

[6,083 Sleeping 
Tree Camp 

[8.171 Secunda's 
Kiss 

Found on Giants. Check the Atlas for references to this 
creature. 

c 

Glow Dust 

0.5 

20 

Damage 

Magicka 

Damage 

Magicka 

Regen 

Fortify 

Destruction 

Resist Shack 

[3,11] Shrine 
of Mehrunes 

Dagon (3) 

[7.00] Windhelm 
(Pdlaceofthe 
. Kings) (3) 

[3.081 Frostmere 
Crypt 

Found on Wispmothers. Check the Atlas for references. 

□ 

Glowing 

Mushroom 

0,2 

5 

Resist 

Shock 

Fortify 

Destruction 

Fortify 

Smithing 

Fortify Health 

19.23] Tolvold's 
Cove (250+) 

[4,06] Frastflow 
Lighthouse 

iw 

1 1 d 

(l.06j Lost Echo 
Cave (57) 

Plentiful in these caves. 

ri 

~\ Grass Pod 

M 

0.1 

1 

Resist 

Poison 

Ravage 

Mogicka 

Fortify 

Alteration 

Restore 

Magicka 

f 10.04] Japhtfs 
Foiy 

[3.00] Dawnstar 
(coastal plain to 
the northwest) 

Northern coastline 

Plentiful along the marshy northern coastline. 

jg 

Hugraven Claw 

0.25 

20 

Resist 

Magic 

Lingering 

Fortify 

Encbonting 

Fortify Sorter 

[5.03] Hag's End 

[5.36] Dead 

Crone Rock 

[8.03J Glertmoril 
(even 

Found on Hagrovens. Check the Atlas for references to 
this creature. 

b 

Hagraven 

feathers 

QJ 

20 

Damage 

Magicka 

Fortify 

Conjuration 

Frenzy 

Weakness to 
Shock 

(5.03] Hog's End 

[5,36] Dead 

Crone Rack 

[8.031 Glenmorii 
Coven 

Found on Hagravens. Check the Atlas for references to 
ihis creature, 1 

0 

Hanging Moss 

0.25 

t 

Damage 

Magicka 

Fortify Health 

Damage 

Magicka 

Regen 

Fortify 

One-handed 

[1.00] Solitude 
(Hall of the 

Dead) (60+) 

[6,123 

Dustman's Cairn 
(4.5+) 

[8.02] 

Sunderstone 

Gorge (22+) 

Usually found clinging to stone buildings, and the rocky 
outcrops across The Reach. 


., /kV * re g-e« - --Sc.-c,^ V % 

* WSKYRIM < g) THE INVENTORY ' (^ > 

. 


wjnmiugwsuis! 





i 

INGREDIENT 

NAME 

WEIGHT 

VALUE 

EFFECT 1 

EFFECT 2 

EFFECT 3 

EFFECT 4 

LOCATION A 
(AMOUNT IF 
APPLICABLE) 

LOCATIONS 
(AMOUNT IF 
APPLICABLE) 

LOCATION C 
(AMOUNT IF 
APPLICABLE) 

NOTES 

□ 

Bowk Beak 

0,25 

15 

Restate 

Stamina 

Resist Frost 

Fortify Carry 
Weight 

Resist Shock 

[LODI Solitude 
(Exterior, Docks) 

[8.12j Bloated 
Man's Grotto 

Any Silver Band 
Location 

Shoot hawks from the sky to claim this ingredient 
from them, or from Silver Hand Members during The 
Companions Quests. 

n 

Hawk Feathers 

0.1 

15 

Cure 

Disease 

Fortify Light 
Armor 

Fortify 

One-handed 

Fortify Sneak 

[1.00] Solitude 
(Exterior, Docks) 

[8.12] Bloated 
Man's Grotto 

Any Silver Hand 
Location 

Shoothawksfromthe sky to claim this ingredient 
from them, or from Silver Hand Members during The 
Companions Quests. 

□ 

Histcarp 

0.25 

4 

Restore 

Stamina 

Fortify Magicka 

Damage 

Stamina 

Regen 

Waterbreathing 

[9.00] Riften 
(Plankside) 

[7.00] Windhelm 
(Docks) 

H 

Mi these fish rnndomSy in fakes, rivers, and the ocean. 

] Honeycomb 

1 

5 

Restore 

Stamina 

Fortify Block 

Fortify Light 
Armor 

Ravage 

Stamina 

[9.10] 

Honeystrand 

Cave 

[9.29] 

Goldenglow 

Estate 

H 

Commony found near beehives, which rue plentiful here. 

□ 

Human Flesh 

0.25 

1 

Damage 

Health 

Paralysis 

Restore 

Magicka 

Fortify Sneak 

[4.13] Aftand 
(3) 

[9.23] Tolvald's 
Cave (3) 

[5.41] Reachdiff 
Cave (2) 

Very rare. 

□ 

Human Heart 

1 

0 

Damage 

Health 

Damage 

Magicka 

Damage 

Magicka 

Regen 

Frenzy 

[5.44] Lost 

Valley Redoubt 

(1) 

[8.02] 

Sunderstone 

Gorged) 

[8.13] North 

Brittle Shin Pass 
(1) 

Very rare, usually found in Dungeons. 

□ 

Ice Wraith Teeth 

0.25 

30 

Weakness 
to Frost 

Fortify Heavy 
Armor 

Invisibility 

Weakness 
to Fire 

[4.00] College of 
Winterhold (5) 

[6.00] Whiterun 
(Jorrvasker) (5) 

[3.00] Dawnstar 
(The White Hall) 

(4) 

Found on Ice Wraiths. Check the Atlas for references to 
this creature. 

□ 

Imp Stool 

0.3 

0 

Damage 

Health 

Lingering 

Damage 

Health 

Paralysis 

Restore Health 

[2.02] Chillwind 
Depths (50+) 

[8.21] Halldir's 
Cairn (20+) 

[6.26] White 

River Watch (19) 

Plentiful in these caves. 

□ 

Jarrin Root 

0.5 

10 

Damage 

Health 

Damage 

Magicka 

Damage 

Stamina 

Damage 

Magicka Regen 

Dark Brotherhood 
Quest: To Kill an 
Empire 

H 

H 

Unique Ingredient: The only Jarrin Root in Skyrim is 
given to you by Astrid during Dark Brotherhood Quest: 

To Kill an Empire. You can use it for the quest, but don’t 
have to. Eating it will kill you instantly. It makes by far 
the strongest poisons of any ingredient. 

□ 

Jazbay Grapes 

0.2 

\ 

Weakness 
to Magic 

Fortify Magicka 

Regenerate 

Magicka 

Ravage Health 

[7.Q] Mistwatch 
Folly (8) 

[8.33] South 
Skybound Watch 
(Interior) (8) 

[7.32] The 

Atronach Stone 
(5) 

Mainly found in Eastmarch Hold. 

□ 

Juniper Berries 

0.1 

) 

Weakness 
to Fire 

Fortify 

Marksman 

Regenerate 

Health 

Damage 

Stamina Regen 

[5.00] Markarth 
(exterior and 

Cidhna Mines) 

, (15+) 

[5.Z] Shrine of 
Dibella: Bridge at 
Old Hroldan (8) 

[5.X] Reachwind 
Burial Mound (8) 

Mainly found in The Reach. 

□ 

Large Antlers 

0.1 

2 

Restore 

Stamina 

Fortify Stamina 

Slow 

Damage 

Stamina Regen 

Pine Forest 

Exterior (hunt the 
animal) 

The Rift (hunt the 
animal) 

Tundra Plains 
(hunt the animal) 

Found on Elk. Check the Atlas for references to this 
creature. 

□ 

Lavender 

0.1 

1 

Resist 

Magic 

Fortify Stamina 

Ravage 

Magicka 

> Fortify 

Conjuration 

[6.00] Whiterun 
(Temple of 
Kynareth, Wind 
District, and 
Dragonsreach) 
(40+) 

[5.12] Cliffside 
Retreat (east of 
location) (8) 

[5.28] Rebel's 
Cairn (5) 

Grows across the Tundra plains of Whiterun Hold. 

□ 

Luna Moth Wing 

0.1 

5 

Damage 
Magicka m 

Fortify Light 
Armor 

Regenerate 

Health 

Invisibility 

[3.06] 

Nightcaller 

Temple (5) 

[1.20] 

Shadowgreen 

Cavern 

[6.08] Sleeping 
Tree Camp 

Catch butterflies from midair to pluck their wings. 
Pale-winged Luna Moths can be found most easily at 
night. 

n 

Moon Sugar 

0.25 

50 

Weakness 
to Fire 

Resist Frost 

Restore 

Magicka 

Regenerate 

Magicka 

[9.00] Riften 
(Warehouse) (6) 

[7.37] Cragslane 
Cavern (2) 

[8.02] 

Sunderstone 

Gorge (1) 

Sold by Khajiit Caravans. Otherwise, very rare. 

n 

Mora Tapinella 

0.25 

4 

Restore 

Magicka 

Lingering 

Damage 

Health 

Regenerate 

Stamina 

Fortify Illusion 

[3.08] Frostmere 
Crypt (4+) 

"[2.H] Swamp 

Pond Massacre 
(ground to the 
north) (3)" 

[2.03] Robber's 
Gorge (Exterior) 

(3) 

This species of mushroom grows on dead tree stumps, 
mainly outside across pine forests. 

n 

Mudcrab Chitin 

0.25 

2 

Restore 

Stamina 

Cure Disease 

Resist Poison 

Resist Fire 

[6.27] 

Riverwood (river 
banks) 

[6.H] King of the 
Mudcrabs 

The banks of 
most rivers and 
lakes. 

Found on Mudcrabs. Check the Atlas for references to 
this creature. 

□ 

Namira's Rot 

0.25 

0 

Damage 

Magicka 

Fortify 

Lockpicking 

Fear 

Regenerate 

Health 

[2.02] Chillwind 
Depths (60) 

[8.21] Halldir's 
Cairn (18+) 

[5.11] Liar's 
Retreat (10) 

Reasonably plentiful in these caves. 

n 

Nightshade 

0.1 

8 

Damage 

Health 

Damage 

Magicka 

Regen 

Lingering 

Damage 

Stamina 

Fortify 

Destruction 

[2.23] 

Labyrinthian 

(10+) 

[8.00] Falkreath 
(10+) 

[1.00] Solitude 
(Arch) (7) 

Reasonably plentiful in these areas. Grows outside 
(mainly in pine forests) and inside some dungeons. 

□ 

Nirnroot 

0.2 

10 

Damage 

Health 

Damage 

Stamina 

Invisibility 

Resist Magic 

[9.06] Sarethi 
Farm (8) 

[8.K] Alchemist's 
Camp: Evergreen 
Woods (3) 

[3.00] Dawnstar 
(coast) (3) 

Aside from Sarethi’s Farm, these are found along river 
banks. 

□ 

Nordic Barnacle 

0.2 

5 

Damage 

Magicka 

Waterbreathing 

Regenerate 

Health 

Fortify 

Pickpocket 

[1.07] Orphan's 
Tear (19) 

[4.01] Hela’s 

Folly (19) 

[2.05] Crabber's 
Shanty (coast 
nearby) 

Usually found on shipwrecks, or along the coast. 

□ 

Orange Dartwing 

0.1 

1 

Restore 

Stamina 

Ravage 

Magicka 

Fortify 

Pickpocket 

Lingering 

Damage Health 

[1.00] Solitude 
(Hall of the 

Dead) (6) 

[3.27] Forsaken 
Cave (5) 

Any wilderness. 

These orange dragonflies are common in the wilderness, 
especially around shallow ponds. 

□ 

Pearl 

0.1 

2 

Restore 

Stamina 

Fortify Block 

Restore 

Magicka 

Resist Shock 

[9.04] 

Geirmund's 

Hall (3) 

[4.13] Alftand 
(1) 

H 

Easier to purchase from Apothecary traders. Otherwise 
very rare. 



&} THE INVENTORY 


CRAFTING: ALCHEMY 

THE BESTIARY QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



H 

INGREDIENT 

NAME 

WEIGHT 

VALUE 

EFFECT I 

EFFECT 2 

EFFECT 3 

EFFECT 4 

LOCATION A 
[AMOUNT IF 
APPLICABLE) 

LOCATION B 
[AMOUNT IF 
APPLICABLE) 

LOCATION C 
[AMOUNT IF 
APPLICABLE) 

NOTES 

| Pine Thaish Egg 

0.5 

2 

Restore 

Stamina 

Fortify 

Lockpicking 

Weakness to 
Poison 

Resist Shock 

[9.25] Shoes J^L| 

Spouse) 

House) (6) wnw s now 

m si 

Avunchnzel 

(exterior) 

Look for birds' nests with these mottled brown eggs, 
mainly in forested areas. 

□ 

Powdered 
Mammclfi Tusk 

0,1 

2 

Restore 

Stamina 

Fortify Sneak 

Weakness 
to Fire 

Fear 

[2.07] Talking 
Stone Camp 

[6.08] Sleeping 
Tree Camp 

[8J7] Strata's 
Kiss 

Found on a Mammoth. Check the Atlas for references 
to this creature. 

□ 

Purple Mountain 
flower 

0.1 

2 

Restore 

Stamina 

Fortify Sneak 

Lingering 

Damage 

Magicka 

Resist Frost 


Any wilderness. 

Plentiful around these areas. 

□ 

Red Mountain 
flower 

0.1 

2 

Restore 

Magicka 

Ravage 

Magicka 

Fortify Magicka 

Damage Health 

[6.00] Whiterun 
(10) 

[1.20] 

Shadowgreen 
Cavern (10) 

Any wilderness. 

Plentiful around the Capital of Whiterun and within the 
spacious Shadowgreen Cavern. 

□ 

Rhter Betty 

0.25 

15 

Damage 

Health 

Fortify 

Alteration 

Slow 

Fortify Carry 
Weight 

[9.00] Riften [7.00] Windhelm 

(Ptaolaide) (Docks) 

H 

Catch these fish randomly in lakes, rivers, and the ocean. 

D 

lock Warbler 

Egg 

0.5 

2 

Restore 

Health 

Fortify 

One-handed 

Damage 

Stamina 

Weakness to 
Magic 

[5.00] Markarth 
(Warrens) (3) 

[5.42] Valthume 
(rocks east of 
entrance) 

[5,20] Salvius 

Farm (nearby 
ridges) 

Look for birds' nests with these large, green eggs, 
mainly in the Reach. 

□ 

Sabre CatTootlr 

0.1 

2 

Restore 

Stamina 

Fortify Heavy 
Armor 

Fortify 

Smithing 

Weakness to 
Poison 

[6.10] Drelas' 
Cottage (2) 

Pine Forest 

Exterior (hunt the 
animal) 

Snowy mountains 
(hunt the animal) 

Found on a Sabre Cat. Check the Atlas for references to 
this creature. 

□ 

Salt Pile 

0.2 

2 

Weakness 
to Magic 

Fortify 

Restoration 

Slow 

Regenerate 

Magicka 

[4.00] College 
of Winterhold 
(Midden) (7) 

[6.29] Fellglow 
Keep (5) 

[3.10] Fort 

Dunstad (5) 

Most merchants carry this. 

□ 

Scaly Phofioto 

0.25 

4 

Weakness 
to Magic 

Fortify Illusion 

Regenerate 

Stamina 

Fortify Carry 
Weight 

[9.8] Wood [9.L] Altar in joweAnoTth^^ 

Cutter's Camp: the Woods: 

Lake Geir (3) Autumnshade (3) ^ ^ 

Usually found on or near fallen trees or stumps. 

□ 

Silverside Perch 

0.25 

15 

Restore 

Stamina 

Damage 

Stamina 

Regen 

Ravage Health 

Resist Frost 

[9.00] Riften 
(Plankside) 

[7.00] Windhelm 
(Docks) 

H 

Catch these fish randomly in lakes, rivers, and the ocean. 

□ 

Skeever Toil 

0.2 

3 

Damage 

Stamina 

Regen 

Ravage Health 

Damage Health 

Fortify Light 
Armor 

[3,10] Fort 
Dunstad (8) 

SI BSP 

Temple (4) Ketreat(4) 

Found on Skeevers. Check the Atlas for references to 
this creature. 

□ 

Slaughterfish 

0.2 

3 

Resist 

Poison 

Fortify 

Pickpocket 

Lingering 

Damage Health 

Fortify Stamina 

[3.A] Horker 
Standing Stones 
(15) 

[3.02] Wreck Of 
The Brinehammer 
(ocean) (10) 

[9.45] Forelhost 
(7+) 

Usually found close to water, or Slaughterfish. 

n 

Slaughterfish 

Scales 

0.1 

3 

Resist Frost 

Lingering 

Damage 

Health 

Fortify Heavy 
Armor 

Fortify Block 

[8.03] Glenmoril [9.23] Tolvald's 

Coven (6) Cave (4) 

Any lake in 

Skyrim where 
Slaughterfish 
dwell. 

Found on Slaughterfish. Check the Atlas for references 
to this creature. 

□ 

Srmil Antlers 

0.1 

2 

Weakness 
to Poison 

Fortify 

Restoration 

Lingering 

Damage 

Stamina 

$ 

Damage Health 

Pine Forest 

Exterior (hunt the 
animal) 

The Rift (hunt the 
animal) 

Tundra Plains 
(hunt the animal) 

Found on Deer. Check the Atlas for references to this 
creature. 

Small Pearl 

0.1 

2 

Restore 

Stamina 

Fortify 

One-handed 

Fortify 

Restoration 

Resist Frost 

Kind's 

Hall (3) lU 

H 

Easier to purchase from Apothecary traders. Otherwise 
very rare. 

Snowberries 

0.1 

4 

Resist Fire 

Fortify 

Enchanting 

R&ist Frost 

Resist Shock 

[4.07] Driftshade [7.10] Traitor's 

Refuge (25) Post (12) 

[4.00] College of 
Winterhold (11) 

Find these outside, where snow is on the ground. 

I | Spider Egg 

0.2 

5 

Damage 

Stamina 

Damage 

Magicka 

Regen 

Fortify 

Lockpicking 

Fortify 

Marksman 

[4.15] Ironbind [5.09] 

Barrow (11) Harmugstah (8) 

[6.00] Whiterun 
(Jorrvaskr) (7) 

Found on some Frostbite Spiders, or close by their lairs. 
Check the Atlas for references to this creature. 

□ 

Spriggan Sap 

0.2 

15 

Damage 

Magicka 

Regen 

Fortify 

Enchanting 

Fortify 

Smithing 

Fortify 

Alteration 

[8.05] Moss 
Mother Cavern 

[1.20] 

Shadowgreen 

Cavern 

[4.00] College of 
Winterhold (2) 

Found on Spriggans. Checkthe Atlas for references to 
this creature. 

□ 

Swamp Fungal 

Pod 

0.25 

5 

Resist 

Shock 

Lingering 

Damage 

Magicka 

Paralysis 

Restore Health 

[2.19] Movarth's 
Lair (Exterior) 

(10) 

[2.00] Morthal 
(swamp to the 
northwest and 
west) (15+) 

H 

Mainly found in the wet ground of Hjaalmarch Hold. 

□ 

Taproot 

0.5 

15 

Weakness 
to Magic 

Fortify Illusion 

Regenerate 

Magicka 

Restore 

Magicka 

[8.05] Moss 
Mother Cavern 

[1.20] 

Shadowgreen 

Cavern 

[1.11] Clearpine 
Pond 

Found on Spriggans. Check the Atlas for references to 
this creature. 

b 

Thistle Branch 

0.1 

1 

Resist Frost 

Ravage 

Stamina 

Resist Poison 

Fortify Heavy 
Armor 

[1.00] Solitude ri 171 r> n 

(Arch and Blue 

Palace) Bndge(7) 

[6.27] 

Riverwood (7) 

Mainly found in scrubland and around settlements. 

o 

Torchbug Thorax 

0.1 

1 

Restore 

Stamina 

Lingering 

Damage 

Magicka 

Weakness to 
Magic 

Fortify Stamina 

[4.00] College 
of Winterhold 
(10+) 

[3.27] Forsaken 
Cave (5+) 

[3.00] Dawnstar 
(The White Hall) 

(3) 

Look for these glowing insects at dusk or night, across 
the wilderness (but not at altitude). 

□ 

Troll fat 

1 

15 

Resist 

Poison 

Fortify 

Two-handed 

Frenzy 

Damage Health 

[1.24] 

East Empire 
Warehouse 
(15+) 

r , Animal Dens 

U«- si 

Found on Trolls. Check the Atlas for references to this 
creature. 

□ 

Tundra Cotton 

0.1 

1 

Resist 

Magic 

Fortify Magicka 

Fortify Block 

Fortify Barter 

[1.00] Solitude 
(Buildings in The 
Avenues District) 

[6.14] Redoran's 
Retreat (13) 

[8.12] Bloated 
Man's Grotto 
(10) 

Found growing outside, at low altitudes. 


w 


The Eerier Bcrc^s ' 


S I< Y R 1 M 






THE INVENTORY 




INGREDIENT 

NAME 

WEIGHT 

VALUE 

EFFECT 1 

EFFECT! 

EFFECT 3 

EFFECT 4 

LOCATION A 
(AMOUNT IF 
APPLICABLE) 

LOCATION 8 
(AMOUNT IF 
APPLICABLE) 

LOCATION C 
(AMOUNT IF 
APPLICABLE) 

NOTES 

□ 

Vampire Dust 

0.2 

25 

Invisibility 

Restore 

Magicka 

Regenerate 

Health 

Cure Disease 

[8.251 North 
Shriekwind. 

Bastion 

[6.07] Broken 

Fang Cave 

Any Court 

Wizard's 

Quarters, or your 
house's Alchemy 
Lab. 

Found on Vampires. Check the Atlas for references to 
this creature. 

□ 

Void Softs 

0.2 

125 

Weakness 
to Shock 

Resist Magic 

Damage Health 

Fortify Magicka 

[1.00] Solitude 
(Proudspire 

Manor Alchemy 

Lob) (4) 

[9.00] Riften 
(Honeyside 

Alchemy Lab) (3) 

[4.00] College 
of Winterhold 
(Archmage's 
Quarters) 

Found on Storm Atronachs, but cannot be obtained from 
summoned Atronachs. Check the Atlas for references to 
this creature. 

□ 

Wheat 

0.1 

5 

Restore 

Health 

Fortify Health 

Damage 

Stamina 

Regefi 

Lingering 

Damage 

Magicka 

[1.23] Kalla's 

Farm 

[6.02] 

Rorikshead 

[6.24] 

Battle-Born Farm 

Check the larger towns (such as Rorikshead), or consult 
Favor (Activity): Harvesting Cropsf. 


White Cop 

0.3 

0 

Weakness 
to Frost 

Fortify Heavy 
Armor 

Restore 

Magicka 

Ravage 

Magicka 

[2.02] Chillwind 
Depths (40+) 

[8.21] Halldir's 
Cairn (20+) 

[6.26] White 

River Watch 

I (15+) 

Plentiful in these locations. 

□ 

Wisp Wrappings 

0.1 

2 

Restore 

Stamina 

Fortify 

Destruction 

Fortify Cony 
Weight 

Resist Magic 

[3.08] Frostmere 
Crypt 

[2.23] 

Labyrinthian 

[5.J] Dwarven 
Ruins: Lair of the 
Wispmother 

Found on Wispmothers. Check the Atlas for references. 


Table VI: Alchemy Effects List 

This list that reveals every Alchemic Effect, and which ingredients have those effects. 


a 

EFFECT 

NAME 

INGREDIENTS WITH THIS EFFECT 

□ 

Cure Disease 

Charred Skeever Hide, Hawk Feathers, Mudcrab Chitin, Vampire Dust 

□ 

Damage Health 

Crimson Nirnroot, Deathbell, Ectoplasm, Falmer Ear, Human Flesh, Human 
Heart, Imp Stool, Jarrin Root, Mora Tapinella, Nightshade, Nirnroot, Orange 
Dartwing, Red Mountain Flower, River Betty, Skeever Tail, Slaughterfish 
| Egg, Slaughterfish Scales, Small Antlers, Troll Fat, Void Salts 

□ 

Damage 

Magicka 

Bear Claws, Blue Butterfly Wing, Blue Mountain Flower, Butterfly Wing, 
Chaurus Eggs, Chicken's Egg, Daedra Heart, Eye of Sabre Cat, Glow Dust, 
Hagraven Claw, Hagraven Feathers, Hanging Moss, Human Heart, Jarrin 
Root, Luna Moth Wing, Namira's Rot, Nightshade, Nordic Darnade, Purple 
Mountain Flower, Spider Egg, Spriggan Sap, Swamp Fungal Pod, Torchbug 
Thorax, Wheat 

b 

Damage 

Magicka Regen 

Bear Claws, Blue Butterfly Wing, Blue Mountain Flower, Chicken's Egg, 

Glow Dust, Hanging Moss, Human Heart, Jarrin Root, Nightshade, Spider 
Egg, Spriggan Sop * ^ 

□ 

Damage 

Stamina 

Blisterwort, Blue Butterfly Wing, Bone Meal, Butterfly Wing, Canis Root, 
Chicken's Egg, Creep Cluster, Crimson Nirnroot, Cyrodilic Spadetail, Daedra 
Heart, Frost Mirriam, Giant's Toe, Histcarp, Jarrin Root, Juniper Berries, 

Large Antlers, Nightshade, Nirnroot, Rock Warbler Egg, Silverside Perch 
Skeever Tail, Small Antlers, Spider Egg, Wheat 

□ 

Damage 

Stamina Regen 

Creep Cluster, Daedra Heart, Frost Mirriam, Giant's Toe, Histcarp, Juniper 
Berries, Large Antlers, Silverside Perch, Skeever Tail, Wheat 

□ 

Fear 

Blue Dartwing, Cyrodilic Spadetail, Daedra Heart, Namira's Rot, Powdered 
Mammoth Tusk 

□ 

Fortify 

Alteration 

Grass Pod, River Betty, Spriggan Sap 

□ 

Fortify Barter 

Butterfly Wing, Dragon's Tongue, Hagraven Claw, Tundra Cotton 

□ 

□ 

Fortify Block 

Fortify Carry 
Weight 

Bleeding Crown, Briar Heart, Honeycomb, Pearl, Slaughterfish Scales, 

1 Tundra Cotton 

Creep Cluster, Giant's Toe, Hawk Beak, River Betty, Scaly Pholiota, Wisp 
Wrappings 

r j Fortify 

1 — ' Conjuration 

Blue Butterfly Wing, Blue Mountain Flower, Bone Meal, Frost Salts, 

Hagraven Feathers, Lavender 

□ 

Fortify 

Destruction 

Beehive Husk, Ectoplasm, Glow Dust, Glowing Mushroom, Nightshade, 

Wisp Wrappings 

1 — 1- Fortify 

1 1 Enchanting 

Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap 



]] Fortify Health 


| — | Fortify Heavy 
1 — I Armor 


J Fortify Illusion 

□ Fortify Light 
Armor 
| — | Fortify 

I 1 I nflrftiflr li 


| Fortify Magicka 

| — | Fortify 
' — * Marksmon 


□ 


Fortify 

One-handed 


Fortify 

1 — 1 Pickpocket 
| — | Fortify 
' — \ Restoration 



Bear Claws, Blue Mountain Flower, Giant's Toe, Glowing Mushroom, 
Hanging Moss, Wheat 

ice Wraitfi Teeth, Sabre Cat Tooth, Slaughterfish Scales, Thistle Branch, 
White Cap 

Dragon's Tongue, Dwarven Oil, Mora Tapinella, Scaly Pholiota, Taproot 


Beehive Husk, Hawk Feathers, Honeycomb, Luna Moth Wing, Skeever Tail 

Falmer Ear, Namira's Rot, Pine Thrush Egg, Spider Egg 

Briar Heart, Ectoplasm, Histcarp, Jazbay Grapes, Red Mountain Flower, 
Tundra Cotton, Void Salts 

Canis Root, Elves Ear, Juniper Berries, Spider Egg 

Bear Claws, Canis Root, Hanging Moss, Hawk Feathers, Rock Warbler Egg, 
Small Pearl 

Blue Dartwing, Nordic BarnacleOrange Dartwing, Slaughterfish Egg 

Abecean Longfin, Cyrodilic Spadetail, Salt Pile, Small Antlers, Small Pearl 


1 Fortify Smithing 

Blisterwort, Glowing Mushroom, Sabre Cat Tooth, Spriggan Sap 

J Fortify Sneak 

Abecean Longfin, Beehive Husk, Frost Mirriam, Hawk Feathers, Human 

Flesh, Powdered Mammoth Tusk, Purple Mountain Flower 

| | Fortify Stamina 

Chaurus Eggs, Garlic, Large Antlers, Lavender, Slaughterfish Egg, Torchbug 
Thorax 

i i Fortify 

1 — - Iwo^onded 

Dragon's Tongue, Ely Amanita, Troll Eat 

| | Frenzy 

Blisterwort, Falmer Ear, Fly Amanita, Hagraven Feathers, Human Heart, 

Troll Fat 

I |l Invisibility 

Chaurus Eggs, Crimson Nirnroot, Ice Wraith Teeth, Luna Moth Wing, 

Nirnroot, Vampire Dust I 

| j Lingering 

1— 1 Damage Health 

Imp Stool, Mora Tapinella, Orange Dartwing, Slaughterfish Egg, 

Slaughterfish Scales 



□ 


Lingering 

Damage 

Magicka 


Hagraven Claw, Purple Mountain Flower, Swamp Fungal Pod, Torchbug 
Thorax, Wheat 




CRAFTING: ALCHEMY 




INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



m EFFECT 
^ NAME 

INGREDIENTS WITH THIS EFFECT 

Resist Shock 

Blue Oortwing, Glow Dust, Glowing Mushroom, Hawk Beak, Pearl, Pine 
Thrush Egg, Snowberries, Swamp Fungal Pod 

| Restore' Health 

Blisterwort, Blue Dartwing, Blue Mountain Flower, Butterfly Wing, Charred 
Skeever Hide, Daedra Heart, Eye of Sabre Cat, Imp Stool, Rock Warbler 

Egg, Swamp Fungal Pod, Wheat 

— Restore 
— - Magicka 

Briar Heart, Creep Cluster, Dwarven Oil, Ectoplasm, Elves Ear, Fire Salts, 

Frost Salts, Giant Lichen, Grass Pod, Human Flesh, Moon Sugar, Mora 
Tapinella, Pearl, Red Mountain Flower, Taproot, Vampire Dust, White Cap 

| — | Restore 

1 1 Stamina 

Bear Claws, Bee, Charred Skeever Hide, Eye of Sabre Cat, Hawk Beak, 
Histcarp, Honeycomb, Large Antlers, Mudcrab Chitin, Orange Dartwing, 

Pearl, Pine Thrush Egg, Powdered Mammoth Tusk, Purple Mountain Flower, 
Sabre Cat Tooth, Silverside Perch, Small Pearl, Torchbug Thorax, Wisp 
Wrappings 

]] Slow 

Deathbell, Large Antlers, River Betty, Salt Pile 

I | Waterbreathing 

Chicken's Egg, Histcarp, Nordic Barnacle 

| — | Weakness to 

1 — 1 Fire 

Bleeding Crown, Frost Salts, Ice Wraith Teeth, Juniper Berries, Moon Sugar, 
Powdered Mammoth Tusk 

| — | Weakness to 

1 1 Frost 

Abecean Longfin, Elves Ear, Fire Salts, Ice Wraith Teeth, White Cap 

Weakness to 
Magic 

Creep Cluster, Dwarven Oil, Jazbay Grapes, Rock Warbler Egg, Salt Pile, 

Scaly Pholiota, Taproot, Torchbug Thorax 

| — | Weakness to 
' — ' Poison 

Abecean Longfin, Bleeding Crown, Chaurus Eggs, Deathbell, Giant Lichen, 
Pine Thrush Egg, Sabre Cat Tooth, Small Antlers 

r — | Weakness to 
Shock 

Bee, Giant Lichen, Hagraven Feathers, Void Salts 


m EFFECT 
“name 

INGREDIENTS WITH THIS EFFECT 

f Lingering 

Damage 

Stamina 

Butterfly Wing, Chicken's Egg, Nightshade, Small Antlers 

I | Paralysis 

Briar Heart, Canis Root, Human Flesh, Imp Stool, Swamp Fungal Pod 

I | Ravage Health 

Cyrodilic Spadetail, Eye of Sabre Cat, Giant Lichen, Jazbay Grapes, 

Silverside Perch, Skeever Tail 

j | Ravage 

1 1 Magicka 

Frost Mirriam, Grass Pod, Lavender, Orange Dartwing, Red Mountain 

Flower, White Cap 

i| — Ravage 

1 1 Stamina 

Bee, Bone Meal, Deathbell, Honeycomb, Thistle Branch 

| — | Regenerate 
* — * Health 

Garlic, Juniper Berries, Luna Moth Wing, Namira's Rot, Nordic Barnacle, 
Vampire Dust 

r | Regenerate 
* — • Magicka 

Dwarven Oil, Fire Salts, Garlic, Jazbay Grapes, Moon Sugar, Salt Pile, 

Taproot 

| '| Regenerate 
- - Stamina 

Bee, Fly Amanita, Mora Tapinella, Scaly Pholiota 

]] Resist Fire 

Bone Meal, Dragon's Tongue, Elves Ear, Fire Salts, Fly Amanita, Mudcrab 
Chitin, Snowberries 

| | Resist Frost 

Frost Mirriam, Frost Salts, Hawk Beak, Moon Sugar, Purple Mountain 

Flower, Silverside Perch, Slaughterfish Scales, Small Pearl, Snowberries, 
Thistle Branch 

Resist Magic 

Bleeding Crown, Chicken's Egg, Crimson Nirnroot, Hagraven Claw, 

Lavender, Nirnroot, Tundra Cotton, Void Salts, Wisp Wrappings 

I | Resist Poison 

Beehive Husk, Charred Skeever Hide, Falmer Ear, Garlic, Grass Pod, 

Mudcrab Chitin, Slaughterfish Egg, Thistle Branch, Troll Fat 


<3 CRAFTING: ENCHANTMENTS K 


Table VII: Soul Gems 

A list of soul gems and their properties. Note that the Filled Soul Gems listed here are the 'standard' filled soul gems you can find in the world. If you 
Soul Trap a weaker creature into a larger gem, the resulting value will be reduced. 


in NAME 

WEIGHT 

VALUE 

CAPACITY 

NOTES 

H Petty Soul Gem 

0.1 

10 

250 

Can hold creature souls below Lv4. 

Lesser Soul Gem * 

*0.2 

25 

500 

Can hold creature souls below Lvl 6. 

Common Soul Gem 

0.3 

50 

1000 

Can hold creature souls below Lv28. 

I | Greater Soul Gem 

0.4 

100 

2000 

Can hold creature souls below Lv38. 

Grand Soul Gem 

0.5 

200 

3000 

Can hold any creature soul. 

j Black Soul Gem | 1 

500 

3000 

Can hold any human soul. 

Petty Soul Gem (Filled) 

0.1 

40 

250 

Holds a petty soul. 

| | Lesser Soul Gem (Filled) 

0.2 

80 

500 

Holds a lesser soul. 

Common Soul Gem (Filled) 

0.3 

150 

1000 

Holds a common soul. 

j| | Greater Soul Gem (Filled) 

0.4 

350 

2000 

Holds a greater soul. 

0 G ran d Soul Gem (Filled) 

0.5 

500 

3000 

Holds a grand soul. 

I | Black Soul Gem (Filled) 1 

1200 

3000 

Holds a human soul. 



S I< Y R ] M 


86 


THE INVENTORY 





|3> Table VIII: Base Enchantments 

The two tables below list all of the base weapon and armor enchantments. 

When Disenchanting an item, you always learn its Base Enchantment. 

0 So disenchanting a Daedric Mace of the Inferno teaches you Tire Damage'. 

0 But disenchanting an Iron Sword of Embers also teaches you 'Eire Damage'. Despite the cheaper item, you learn the same effect. 
When Enchanting an item: 

0 You can apply any weapon enchantment to any weapon. 

0 You can apply armor enchantments only to a subset of armor pieces, as shown below. 

Examples: 

You can enchant any weapon with Eire Damage, from a dagger to a warhammer. 

You can apply Waterbreathing to any Helm, Ring, or Necklace. 

You can put Muffle on any pair of Boots, but only on Boots. 



m BASE 

“ ENCHANTMENT 

EFFECT 

”j Frost Damage 

+# frost damage. 

j Magicko Damage 

+# magicko damage. 

3 Paralyze 

Paralyzes creatures below level #, 

Shack Damage 

i# shack damage. 

Soul Trap 

I Stamina Damage 

Soul traps creatures that die within # seconds. 

+# magicko damage. 

Turn llndeod 

Undead below level # flee for 30s, 


a 

BASE 

ENCHANTMENT 

EFFECT 

WEAPON BASE ENCHANTMENTS 


Absorb Health 

Absorb# Health. 


Absorb Magickc 

Absorb # Magicka, 


Absorb Stamina 

Absorb # Stamina, 


Banish 

Banishes summoned daedra below level #, 


Fear 

Creatures below level # flee for 30s, 


Fire Damage 

+# fire damage. 



MODIFIER 

BASE ENCHANTMENT 


CHEST 

HANDS 

Em 

U_l 

M- 

3 

1 — 1—1 

l/' . 

to 

NECKLACE 

STANDARD ARMOR ENCHANTMENTS 

^ Fortify Alchemy 

Potions nod poisons you 
croft are f% stronger. 

X 


X 



X 

1 * 

H Fortify Alteration 

Alteration spells cost#% 
less Jo cost. 

X 

X 




X 

X 

□ 

Fortify Archery 

Increases bow damage 
by#%. 

X 


X 



X 

X 

□ 

Fortify Blade 

When blocking, you block 
#% more damage. 



X 


X 

X 

X 

□ 

; Fortify Carry 
! Weight 

+# Carry Weight 



X 

X 


X 

X 

| Fortify Conjuration 

Conjuration spells cost 
less to cost. 

X 

X 




X 

X 

j | Fortify Destruction 

Destruction spells cost 
fess to cast. 

X 

X 




X 

X 

r~| Fortify Healing 
f — 1 Role 

Increases your health 
regeneration rate by #%. 


X 




X 

X 

□ 

Fortify Health 

+# Healtti 





X 

pq 


□ 

Fortify Heavy 

Armor 

increases your Heavy Armor 
skill by #. 


r— 

X 

X 



X 

X 

X 

JL 

□ 

Fortify Illusion 

Illusion spells cost less 
beast. 

X 

X 



| | fortify light Armor 

Increases your tight Armor 
skill by#. 


X 

X 



X 

X 

sT 1 

□ 

Fortify Lockpicking 

Locks are A easier b pick. 

X 


X 


Fortify Magicko 

+# Magicka 

X 


X 



X 

X 

1 1 Fortify Magicka 

1—1 Rate 

Increases your magicko 
regeneration rate by 

X 

3 




V| 


1 1 Fortify 

1 — J One-Handed 

Increases one-handed 
weapon damage by f%. 



X 

X 


X 

X 


H MODIFIER 

BASE ENCHANTMENT 

C=3 

CHEST 

HANDS 

U_l 

SHIELD 

H 

NECKLACE 

□ 

Fortify Pickpocket 

Pickpocketing items is #% 
easier. 



X 

X 


X 

X 

□ 

Fortify Restoration 

Restoration spells cost 
less to cost. 

X 

X 




X 

X 

□ 

Fortify Smithing 

Weapons onrf armor 
improvements are 
stronger, , 


X 

X 



X 

X 

□ 

Fortify Sneak 

Specking ts#% easier. 



X 

X 


X 

X 

□ 

Fortify Speech 

Prices you get ore 
better. 


L 





X 

p 

Fortify Stamina 

+# Sbrnina 


X 


X 


X 

X 

□ 

Fortify Sbrninu 

Rote 

increases yoursbmino 
regeneration rate by 


r x i 


X 



X 

□ 

Fortify 

Two-Handed 

Increases two-handed 
weapon damage by #9i 



X 

X 


X 

X 

I 

Wfe 

You move silently when 
sneaking. 




X 





Resist Disease 

+#% Disease Resistance 


X 



X 

X 

X 


Resist fire 

+#% Fire Resistance 




Ji 

x 

X 

X 


Resist frost 

+#% Frost Resistance 




X 

X 

X 

X 

□ 

Resist Magic 

+#% Magic Resistance foil 
forms of magic) 





X 

-J 

X 

□ 

Resist Poison 

+#% Poison Resistance 


X 





X 

X 

X 

□ 

Resist Shock 

+4% Shack Resistance 




* 

— I 

m 

X 

□ 

Worerbreothing 

You do not drown when 
swimming. 

X 





X 

X 


CRAFTING: ALCHEMY CRAFTING: ENCHANTMENTS 


>- 


THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIAA 


APPENDICES AND INDEX 










Table IX: Derived Enchantments 

This table lists all of the Enchantments that can appear on items you find in the world. 

Derived Enchantments Key 

Modifier: The item suffix (or, occasionally, prefix) that identifies the enchantment. 

Base Enchantment: The enchantment that you learn if you disenchant the item. Cross-reference this with the Base 
Enchantments Table for a complete description of the enchantment. 

Ench Level: The level of this particular enchantment. Cross-reference this with the General Data Table to identify which 
material types this enchantment can appear on. 

Magnitude: The "strength" of this particular enchantment, which might be expressed as a percentage, duration, level, 
description. 

Not every possible combination of weapon, material, and enchantment permitted under this system exists in Skyrim. . . but the vast majority do. 

For Example: You find an Elven Mace of Enervating. Looking it up on this table, you find thatits Base Enchantment is "Magicka Damage", and its magnitude is "50". Cross-referencing this 
with the Base Enchantments Table tells you that it does "+50 Magicka Damage". 

Note that the College of Winterhold Robes work a little differently: 

There are five basic robes: Novice, Apprentice, Adept, Expert, Master. Each of these robes has a specific Fortify Magicka Rate enchantment on it, as listed on the Armor page. 

In addition to that enchantment, these robes may also have an additional enchantment related to one of the five schools of magic. The modifier is just the name of the school, since the 
magnitude is determined by the type of robe. So, for example, you can find: 

Novice Robes of Conjuration [+50% Magicka Regen; 1 2% Conjuration] 

Apprentice Robes of Conjuration [+75% Magicka Regen; 15% Conjuration] 

Apprentice Robes of Destruction [+75% Magicka Regen; 15% Destruction] 




STANDARD WEAPON ENCHANTMENT 


MODIFIERS 



of Absorption 

Absorb Health 

2 

5 


of taming 

Absorb Health 

3 

10 


of Devouring 

Absorb Health 

4 

15 


of Leeching 

Absorb Health 

5 

< 20 


of the Vampire 

Absorb Health 

6 | 

25 


of Siphoning 

Absorb Magicka 

2 

to 


of Harrowing 

Absorb Magicka 

3 

IS 


of Winnowing 

Absorb Magicka 

4 

20 


of Evoking 

Absorb Magicka 

5 

25 


of the Sorcerer 

Absorb Magicka 

6 

30 


of Gleaning 

Absorb Stamina 

2 

10 


of Keeping 

Absorb Stamina 

3 

15 


of Harvesting 

Absorb Stamina 

4 

20 


of Garnering 

Absorb Stamina 

S 

25 


of Subsuming 

Absorb Stamina , 

A 

30 


of Banishing 

Banish 

4 

Lvl2 


of Expelling 

Banish 

5 

Lv20 


of Annihilating 

Banish 

6 



of Dismay 

Fear 1 

LvS 


of Cowardice 

Fear 

7 

Lv7 


of fear 

Fear 

3 . 

LvlO 


of Despair 

Fear 

4 

Lvl 3 


of Dread 

Fear 

I” 1 

Lvl 6 


n 

MODIFIER 

BASE 

ENCHANTMENT 

pd 

i— i—i 

w 

LXJ 

MAGNITUDE 


of Tenor 

fear 

6 

Lv20 


of Embefi 

Fire Damage 

1 

5 


of Burning 

Fire Damage 

2 

10 


of Scorching 

Fire Damage 

3 

15 


of Fite / Flames 

Fire Damage 

4 

20 


[ of the Btoze 

1 Fire Damage 

5 

25 


of the Inferno 

Fire Damage 

6 

30 


of Cold / (Nib 

Frost Damage 

1 

5 


of Frost 

Frost Damage 

2 

10 


of ice 

Frost Damage 

3 

15 


of Freezing 

Frost Damage 

4 

20 


of Blizzards 

Frost Damage 

5 

25 


af Winter 

Frost Damage 

6 

30 


of Sapping 

Magicka Damage 

\ 

10 


of Draining 

Magicka Damage 

2 

20 


1 of Diminishing 

Magicka Damage 

3 

30 


of Depleting 

Magicka Damage 

4 

40 


1 of Enervating 

Magicka Damage 

5 

SO 


of Nullifying 

Magicka Damage 

6 

60 


1 of Stunning 

Paialyze 

4 

2s 


1 of Immobilizing 

Paralyze 

5 

4s 


of Petrifying 

Paralyze 

6 

6s 


of Sparks 

Shock Damage 

1 

5 


' of Arcing 

Shock Damage 

2 

10 


of Shocks 

Shock Damage 

3 

15 


of Thunderbolts 

Shock Damage 

4 

20 



MODIFIER 

BASE 

ENCHANTMENT 

ENCH LEVEL 

i_i_r 

sE 

u 


of Lightning 

Shock Damage 

5 

25 


of Storms 

Shock Damage 

6 

30 


of Souls 

Soul Trap 

1 

3s 


af Soul Snores 

Soul Trap 

2 

5s 


of Binding 

Soul Trap 

3 

7s 


of Animus 

Soul Trap 

4 

10s 


of Malediction 

Soul Trap 

5 

15s 


of Damnation 

Soul Trap 

6 

20s 


of Fatigue 

Stamina Damage 

1 

5 


of Weariness 

Stamina Damage 

2 

10 


of Torpor 

Stamina Damage 

3 

15 


of Debilitation 

Stamina Damage 

4 

20 


of Lethargy 

Stamina Damage 

5 

25 


of Exhaustion 

Stamina Damage 

6 

30 


Blessed 

Turn Undead 

1 

Lv3 


Sanctified 

Turn Undead 

2 

Lv7 


Reverent 

Turn Undead 

3 

Lvl 3 


Hallowed 

Turn Undead 

4 

Lv21 


Virtuous 

Turn Undead 

5 

Lv30 

1 ; 


Holy 

Turn Undead 

6 

Lv40 


STANDARD ARMOR ENCHANTMENTS 


[j of Minor Alchemy 

Fortify Alchemy 

1 

12% 

of Alchemy 

Fortify Alchemy 

2 

15% 

| of Major Alchemy 

Fortify Alchemy 

3 

17% 

~\ of Eminent 
[ — 1 Alchemy 

Fortify Alchemy 

4 

20% 



The Evder Scrolls' 7 

S K Y Rl M 


THE INVENTORY 




MODIFIER 

BASE 

ENCHANTMENT 

ENCH LEVEL 

MAGNITUDE 

□ 

of Extreme 

Alchemy 

Fortify Alchemy 

5 

22% 

□ 

of Peerless 

Alchemy 

Fortify Alchemy 

6 

25% 


of Minor Afteration 

Fortify Alteration 

1 

12% 


of Alteration 

Fortify Alteration 

2 

15% 

F 

of Major Alteration 

1 

f 

3 

17% 

of Eminent 
Alteration 

Fortify Alteration 

4 

20% 

□ 

of Extreme 
Alteration 

Fortify Alteration 

5 

22% 

□ 

of Peerless 
Alteration 

Fortify Alteration 

6 

25% 


of Minor Blocking 

Fortify Block 

QJ 

15% 


of Blocking 

Fortify Block 

2 

20% 


of Major Blocking 

Fortify Btock 

3 

25% 


of Eminent 

Blocking 

Fortify Block 

4 

30% 

□ 

oF Extreme 

Blocking 

Fortify Btack 

5 

35% 

□ 

of Peerless 

Blocking 

Fortify Block 

6 

40% 

2 of Lifting 

fortify Carry Weight 

1 

+25 

2 of Hauling 

Fortify Cony Weight 

2 

+30 

2 of Strength 

Fortify Carry Weight 

i 

’35 

2 of Brawn 

fortify Carry Weight 

4 

+40 

2 nftheOx 

fortify Carry Weighs 

5 

+45 

2 of the Mammoth 

Fortify Cony Weight 

6 

+50 

1 af Minor Conjuring 
— 1 / Conjuration 

fortify Conjuration 

i 

12% 

□ 

of Conjuring / 
Conjuration 

Fortify Conjuration 

2 

15% 

□ 

dF Major Conjuring 
/ Conjuration 

Fortify Coojurntiafl 

3 

17% 

. of Eminent 

1 | Conjuring/ 

Conjuration 

Fortify Conjuration 

4 

20% 

□ 

of Extreme 
Confuting/ 
Conjuration 

Fortify Conjuration 

S 

22% # 

P 

of Peerless 

Conjuring / 
Conjuration 

Fortify Conjuration 

6 

25% 

□ 

of Minor 

Destruction 

Fortify Destruction 

T j 

12% 


of Destruction 

Fortify Destruction 

2 

15% 

□ 

af Major 

Destruction 

Fortify Destruction 

3 

17% 

□ 

of Eminent 
Destruction 

Fortify Destruction 

4 

20% 

p 

uf Extreme 
Destruction 

Fortify Destruction 

5 

m 


af Peerless 
Destruction 

Fortify Destruction 

6 

25% 


of Remedy 

Fortify Healing Rate 

1 3 

105. 


of Mending 

Fortify Healing Roto 

4 

I m 

= 

af Regeneration 

Fortify Heeling Rate 

5 

m 


| of Revival 

Fortify Healing Rato 

6 

50% 


of Minor Health 

Fortify Health 

r r 

+20 


of HeoLth 



Fortify Health 

2 

+30 


af Major Health 

Fortify Health 

3 

+40 


of Eminent Health 

Fortify Health 

4 

+50 


af Extreme Health 

Fortify Heolth 

5 

+60 





yj 

Q MODIFIER 

BASE 

ENCHANTMENT 

s 

3 = 

W 

S 5 

ULJ 

.1 


□ 

: of Peerless Health 

fortify Health 

6 

+70 

■ | of the Minor 
— ' Knight 

Fortify Heavy Armor 

1 

12 

J of the Knight 

fortify Heavy Armor 

2 

15 

Z 

□ 

of the Major 

Knight 

Fortify Heavy Armor 

3 

17 

of the Eminent 
Knight 

Fortify Heavy Armor 

4 

20 

j i of Extreme 
1—1 Knight 

fortify Heavy Armor 

5 

22 

f | of the Peerless 
' — Knight 

Fortify Heavy Armor 

6 

25 

_ 

of Minor Illusion 

Fortify Illusion 

Tj 

12% 

r 

of lltoston 

Fortify 1 Huston 

2 

15% 

z 

of Major Illusion 

Fortify 1 Huston 

3 

1 m 

n 

of Eminent lltoston 

Fortify llfuston 

4 

20 % 

□ 

of Extreme Itluaon 

Fortify Illusion 

5 J 

1 22% 

z 

of Peerless Illusion 

Fortify Illusion 

6 

25% 

| i of the Minor 

1 — \ Squire 

Fortify Light Armor 

1 

12 

_j of the Squire 

Fortify Light Armor 

2 

15 

1 | of the Major 

1 — I Squire 

Fortify Light Armor 

3 

17 

□ 

j of the Eminent 

1 Squire 

Fortify Light Armor 

4 

20 

Z 

| of the Extreme 

1 Squire 

Fortify tight Armor 

5 

22 

Z 

| of the Peerless 

1 Squire 

Fortify light Armor 

6 

25 

I | of Minor 

I I lockpicking 

Fortify lockpickiog 

1 

15% 

2 of Lockpkking 

Fortify Lockpicking 

2 

20% 

| | of Major 

Fortify lockpicking 

3 

| 25% 


□ 

af Eminent 
lockpicking 

Fortify Lockpicking 

4 

30% 

□ 

of Extreme 
Lockpicking 

Fortify Lockpicking 

5 

35% 

□ 

qFMbss 

Lockpicking 

Fortify Lockpickiog 

' 

6 

40% 

n 

af Magicka 

Fortify Magicka 

1 

+20 

+30 


af Magicka 

Fortify Magicka 

2 

u 

of Major Magicka 

Fortify Magicka 

3 

+40 

□ 

af Eminent 

Mogicko 

Fortify Magicka 

4 

+50 

| | of Extreme 

L-l Magicka 

Fortify Mogicko 

5 

+60 

| | af Peerless 

1 — 1 Mogrcko 

Fortify Mogicko 

6 

+70 

2 of Recharging 

Fortify Magicka Rate 

3 

40 

m 

J of Replenishing 

Fortify Magicka Rate 

4 

2 of Resurgence 

! Fortify Magicka Rate 

5 

80% 

1 of Recovery 

Fortify Magicka Rate 

6 100% 

2 of Minor Archery 

Fortify Archery 

1 ' j 

15% 


_J of Archery 

Fortify Archery 

2 

20% 

2 of Major Archery 

Fortify Archery 

3 

25% 

j ] of Eminent Archery 

Fortify Archery 

4 

30% 

2 of Extreme Archery 

Fortify Archery 

5 

35% 

of Peerless Archery 

Fortify Archery 

6 

40% 

2 of Minor Wielding Fortify One-Handed 

mJ 

15- 

of Wielding Fortify One-Handed 

2 20% 


Q MODIFIER 


2 of Mojor Wielding 

□ of Eminent 
Wielding 

□ of Extrema 
Wielding 

| | of Peerless 

I — J Wielding 

□ of iViinoi Deft 
Hands 


BASE 

ENCHANTMENT 


Fortify One-Handed 
Fortify One-Handed 
Fortify OneHonded 



2 of Deft Honth 

□ of Mejor Daft 
Heads 

□ of Eminent Deft 
Hands 


Fortify OneHanded 

Fortify Pickpocket 
Fortify Pickpocket 
Fortify Pickpocket 

Fortify Pickpocket 


□ 


35 % 

40% 

15 % 

20 % 

25% 

m 


of Extreme Deft 
Hands 


Fortify Pickpocket 


35% 


□ of Peerless Deft 


l Hands 


Fortify Pickpocket 


□ of Minot 
Restoration 


Fortify Restoration 


l 


40 % 


12% 


of Restoration Fortify Restoration 


15 % 


of Major 


Fortify Restoration 


17% 


□ of Eminent 
Restoration 


Fortify Restoration 


a of Extreme 

Restoration 


20 % 


Fortify Restoration 


□ 


Restoration 


fortify Restoration 


22 % 


25% 


of Minor Smithing Fortify Smithing 


of Smithing 

of Mojw Smithing 

□ of Eminent 
Smithing 

□ af Extreme 
Smithing 

□ of Peerless 
5 


Fortify Smithing 
Fortify Smithing 

Fortify Smithing 

Fortify Smithing 
fortify Smithing 


' Smithing 

I! of Minor Sneaking Fortify Sneak 


Fortify Sneak 


Fortify Sneak 


_ of Sneaking fortify Sneak 

_ of Major Sneaking 

□ of Eminent 
Sneaking 

□Kr 

_ of Minor Haggling Fortify Speech 
Fortify Speech 


2 


_ of Major Haggling Fortify Speech 


3 


12 % 


15% 

17 % 

20 % 

22 % 


25% 

15% 


20 % 


25% 

30% 


5 35% 

6 40 % 

1 12 % 


15% 


17% 


of Eminent 
— I Haggling 

□ of Extreme 
Haggling 
| | of Mess 

LJ Haggling 

2 of Minor Stamina 

□ of Stamina 

2 of Major Stamina 

□ of Eminent 
Stamino 


Fortify Speech 

Fortify Speech 

fortify Speech 

Fortify Stamina 
Fortify Stamina 
Fortify Stamina 
Fortify Stamina 


20 % 


22 % 

25% 


1 


4-20 


? +30 

3 +40 

4 +50 


□ of Extreme 
Stamina 


Fortify Stamina 


+60 


□ of Peerless 
< 


1 Stamina 


Fortify Stamina 


+70 


TRANIN6 




%> THE INVENTORY 


CRAFTING: ENCHANTMENTS 





THE BESTIARY 


QUESTS 


ATLAS OF SKYRIAA 


APPENDICES AND INDEX 




a 

MODIFIER 

BASE 

ENCHANTMENT 

ENCH LEVEL 


SJJ 

Q 

<-D 

§ 

I 

of Quickening 

Fortify Mogicka Rote 


m 


of Recharging 

Fortify Magkka Rate 



100% 


of Replenishing 

Fortify Mogicka Rate 


125K 


of Resurgence 

Fortify Mogicka Rato 


150% 

COLLEGE OF WINTERHOLD ROBE 

ENCHANTMENTS 

0 

[Novice Robes] of 
Alteration 

Fortify Alteration 


12% 

□ 

[Apprentice 

Robes] of 

Alteration 

Fortify Alteration 


15% 

h 

(Adept Robes] of 
Alteration 

Fortify Alteration 


17% 

□ 

[Expert Rohes] of 
Alteration 

Fortify Alteration 


20% 

h 

[Master Rotas] of 
Alteration 

Fortify Alteration 


22% 

□ 

[Novice Robes] of 
_ Conjuration 

Fortify Conjuration 


12% 

□ 

[Apprentice 

Robes] of 
Conjuration 

Fortify Conjuration 


15% 

□ 

[Adept Robes] of 
Conjuration 

Fortify Confj ration 


17% 

□ 

[Expert Rohes] of 
Conjuration 

fortify Conjuration 


20% 

1 | [Master Robfrs] of 
— 1 Conjuration 

fortify Conjuration 


22% 

- | [Novice Robs] of 
— 1 Destruction 

Fortify Destruction 


12% 

— ! [Apprentice 
_[ Robes! of 
Destruction 

for#/ Deduction 


15% 

Z 

[Adept Robes] of 
Destruction 

fortiFy Destruction 


17% 

□ 

[Expert Robes] of 
Destruction 

fortify Destruction 


20% 

d 

[Master Rohes] of 
Destruction 

Fortify Destruction 


22% 

□ 

[Names Robes] of 
illusion 

fortify Illusion 


12% 

□SSL. 

Fortify Illusion 


15% 

Z 

[Adept Robes] of 
Illusion 

Fortify Illusion 


17% 

□ 

[Expert Robes] of 
Illusion 

Fortify Illusion 


20% 

□ 

[Master Robes] of 
Illusion 

Fortify Illusion 


22 % 

□ 

[Novice Robes] of 
Restoration 

Fortify Restoration 


12% 

□ 

[Apprentice 

Robes] of 
Restoration 

Fortify Restoration 


15% 

□ 

[Adept Robes] of 
Restoration 

fortify Restoration 


□ 

17% 

Z 

[Expert Robes] of 
Restoration 

Fortify Restoration 


20% 

□ 

[Master Robes] of 
Restoration 

Fortify Restoration 


22% 


M MODIFIER 

BASE 

ENCHANTMENT 


s 

— j 

j 

UJ 

U_l 

a 

3 = 

L=> 

*=c 

— of Shock 

— 

Resist Shock 

5 

60% 


of Grounding 

Resist Shock 

6 

70% 

n 

_ f 1 Ai'rvkflf ifui 

yt ifUiciiJFBfliriiny 

Waterbreattimg 

3 M 

- 

WARLOCK ROBE ENCHANTMENTS 

All V 
endi 
robe 
Rote 

fortock Robes have an additional [Fortify Mngidcn Rate 50%] 
anlment that can't be learned by disenchanting the robe. The only 
s you cart learn that enchantment from are the [Fortify Mogicka 
] ones below r which hove their slated rote instead of this default. 

_] 

of Minor Alteration 

Fortify Alteration 


12% 


of Alteration 

Fortify Alteration 


15% 


of Major Alteration 

Fortify Alteration 


17% 

□ 

of Eminent 
Alteration 

Fortify Alteration 


20% 

□ 

of Extreme 
Alteration 

Fortify Alteration 


22% 

□ 

of Peerless 

Fortify Alteration 


25% 

□ 

of Minor 

Conjuration 

Fortify Conjuration 


12% 

□ 

of Conjuration 

Fortify Conjuration 


15% 

□ 

of Major 

Conjuration 

Fortify Conjuration 


17% 

| of eminent 
— 1 Conjuration 

Fortify Conjuration 


20% 

1 of Extreme 
— 1 Conjuration 

Fortify Conjuration 


22% 

1 of Peerless 
— J Conjuration 

Fortify Conjuration 

□ 

i^> 

(JM 

as 

C 

of Minor 

Destruction 

Fortify Destruction 


U% 

□ 

of Destruction 

Fortify Destruction 


15% 

□ 

of Major 

Destruction 

Fortify Destruction 


17% 

□ 

of Eminent 
Destruction 

Fortify Destruction 


20% 

□ 

of Extreme 
Destruction 

Fortify Destruction 


22% 


of Peerless 
Destruction 

Fortify Destruction 


n . r ” 

25% 


of Minor Illusion 

Fortify Illusion 


12% 


of Illusion 

Fortify Illusion 


15% 


of Mo[or Illusion 

Fortify Illusion 


17% 


of Eminent illusion 

Fortify Illusion 


m 


of Extreme Illusion 

Fortify Illusion 


22': 


of Peerfess Illusion 

Fortify Illusion 

! | 

25% 


of Minor 

Restoration 

■ - -1 

Fortify Restoration 


12% 


of Restoration 

Fortify Restoration 


15% 


of Major 

Restoration 

Fortify Restoration 


17% 


of Eminent 
Restoration 

Fortify Restoration 

■ 

20% 

z 

of Extreme 
Restoration 

Fortify Restoration 


22% 

□ 

-If 

M & 

Fortify Restoration 


25% 





i 

■ 


of Recuperation 

Fortify Stamina Roto 

3 

20% 


of Rejuvenation 

Fortify Stamina Rote 

4 

30% 


of Invigoration 

Fortify Stamina Rote 

5 

40% 

ofRenewol 

Fortify Stamina Rote 

6 

50% 


of Minor Sure Grip 

Fortify Trended 

1 

15% 


of Sure Grip 

Fortify Two-Handed 

j 

20% 


of Major Sure Grip 

Fortify Two-Handed 

3 

1 25% 


of Eminent Sum 

Gnp 

Fortify Two-Handed 

4 

r - — 

30% 


of Extreme 

Striking 

Fortify Two-Bonded 

5 

35% 


of Peerless Sure 

Grip 

Fortify Two-Hooded 

6 

40% 


of Muffling 

Muffle 

H4 

- 


of Disease 
Resistance 

Resist Disease 

[Neck 

Only] 

50% 

P 

of Disease 

Immunity 

Resist Disease 

[Neck 

Only] 

100% 

15% 


of Resist Fire 

Resist Fire 

1 

j 

of Waning Fire 

Resist Fire 

2 

30% 


of Dwindling Fire 
/flnmos 

Resist Fire 

3 

40% 

' 

of Fire / Florae 
Suppression 

Resist Fire 

4 

50% 


of Fife Abatement 

Resist Fire 

5 

60% 


of the Frewaker 

Resist Fire 

6 

70% 


of Resist Frost 

Resist Frost 

1 

15% 


of Waning Frost 

Resist Frost 

2 

30% 


of Dwindling Frost 

Resist Frost 

3 

40% 


of Frost 

Suppression 

Resist Frost 

1 

4 

50% 


af Frost 

Abatement 

Resist Frost 

5 



of Warmth 

Resist Frost 

1 1 

70% 

of Resist Mogic 

Resist Mogic 

i 1 ' 

i m 


of Waning Mogic 

Resist Mogic 

2 

12 


of Dwindling 
** 

Resist Mogic 

3 

* 

15% 


of Magic 
. Suppression 

Resist Magic 

4 

17% 


of Mogic 

Abatement 

Resist Mogic 

5 

20% 


| of Nullification 

Resist Magic 

7 

22% 


of Poison 

Resistance 

Resist Poison 

[Ked 

Oriy] 

50% 



of Poison 

Immunity 

Resist Poison 

[Neck 

Only] 

low 


of Resist Shock 

Resist Shock 

1 

15% 


oF Waning Stiock 

Resist Shade 

2 

30% 


of Dwindling 

Shock 

Resist Shock 

3 

40% 


of Shock 
Suppression 

Resist Shock 

4 

50% 


<§0 NOTE For Smithing Recipes, consult the Training Section on Smithing, 
beginning on page 47. 


CJD 



Dr.t eji#&rcl2t V 

S KY Rl M 


<s 


THE INVENTORY 


3» 


DttttM Wi 


WliiMl 




4 


OTHER ITEMS 


& Table X: Daedric Artifacts 


A list all of the Daedric Artifacts and their abilities. Daedric Artifacts can only be obtained by completing the relevant Daedric Quest. See the Daedric 
Quests chapter or the Atlas for more details. 





DAEDRIC ARTIFACTS ■ WEAPONS 

Dawnbreder 

Sword 

12 

10 

740 

+10 Fire Damage; Casts Bane of the Undead on killing an undead 


]] Ebony Blade 

Sword 

13 

10 

2000 

Absorb Health 10-30. 


]] Mate of Molag Bal 

Mace 

16 

18 

1257 

25 Magicka Damage, 25 Stamina Damage, Soul Trap 

Begins at 1 0, increases to 30 as you kill 1 0 friends. 

] Mehrunes' Razat 

Dagger 

11 

3 

860 

1% Instant Kill 


^ Sanguine- Rose 

Staff 

0 

10 

2087 

Summons a Dremora for 60s. 


Skull of Corruption 

Staff 

0 

10 

1680 

20 Damage, or 50 if powered with dreams from sleeping people 

A Dremora Lord. 

Voteftdrung 

Warhammer 

25 

26 

1843 

Absorb Stamina 50 


]] Wobbojack 

Staff 

Q 

10 

1565 

Change target creature into another random creature 


DAEDRIC ARTIFACTS - ARMOR 


Ebony Moil 

Armor 

45 

28 

5000 

Muffle while sneaking, Poison Cloak when in combat 



Ring of Hircine 

Ring 

0 

0.3 

400 

+1 Werewolf Transform /Day 

Must already be a werewolf to use this. 


Ring of Namira 

Ring 

0 

0.3 

870 

+50 Stamina. Feeding from NPC corpses raises Health by 50 and Health Regen by 50%for 4 hours 



Savior's Hide 

Armor 

26 

6 

2679 

Resist Magic 1 5%, Resist Poison 50% 



Spellbreaker 

Shield 

38 

12 

277 

Automatic Strength-50 spell ward while blocking 


DAEDRIC ARTIFACTS - OTHER ITEMS 

_J Azure’s Slor 

Soul Gem 


0 

1000 

Reusable Grand Soul Gem 


Qghmo Infinluun 

Book 


: i j 

2500 

Once only, +5 Skill Increases to your choice of Combat, Magic, or Stealth skills. 

Black Soul Gems store human souls. 

J Skeleton Key 

Lockpick 


0.5 

O 

Unbreakable Lockpick 



Table XI: Books 


A list of all the books in the game, including Skill Books, Functional Books, and Common Books. Sample locations of every Common and Functional 
book are listed here; sample locations for Skill Books are listed in the Appendices, as well as across the Atlas. 


TRANING 




SKILL BOOKS 

The Mirror 

1 50 

Black 

] Orsinium and the Ores 

I 70 

Heavy Armor 

J The Armorer's Challenge 1 

70 Smithing 

| A Dance in Fire, v2 

1 50 

Block 

The Knights of the Nine 

1 70 

Heavy Armor 

_J LastScabbard of Akrash 1 

70 Smithing 

] Warrior 

1 50 

Block 

The Rear Guard 

1 50 

Light Armor 

Light Armor Forging 

70 Smithing 

| Battle of Red Mountain 

1 50 

Block 

Ice and Chitin 

50 

light Armor 

| Cherim's Heart 1 

70 Smithing 

| Hallgerd's Tale 

1 70 

Heavy Armor 

| | Jornibret's Last Dance 

1 50 

Light Armor 

] Heavy Armor Forging j 1 

70 Smithing 

□ 2920, MidYear, v6 

1 70 

Heavy Armor 

The Refugees 

1 50 

Ughi Armor 

Death Blow of Abernanit t 

50 Block 

Chimarvamidium 

T 70 

Heavy Armor 

Rislav The Righteous 

1 50 

Light Armor 


§> THE INVENTORY 


CRAFTING: ENCHANTMENTS OTHER ITEMS 

THE BESTIARY QUESTS ATLAS OF SKYRIM 


APPENDICES AND INDEX 




n 

NAME 

WEIGHT 

VALUE 

ASSOCIATED 

SKILL 


Advances in Lixkpicking 

1 

n 

Lockpicking 


Surfeit of Thieves 

1 

is 

Lockpicking 


TTie Gold Ribbon of Merit 

1 

65 

Archery 


Hie McwksmaRship Lesson 

1 

65 

Archery 


Vemoccus and Boutor 

1 

65 

Archery 


Fntfief Of The Niben 

1 

65 

Archery 


The Block Arrow, v2 

1 

65 

Archery 


Purloined Shadows 

1 

60 

Pickpocket 


Thief 

\ 

60 

Pickpocket 


flavor Stone-Singer 

1 

60 

Pickpocket 


Beggar 

1 

60 

Pickpocket 

□ 

Wulfmare's Guide Jo Better 
Thieving 

1 

60 

Pickpocket 

□ 

Three Thieves 

1 

75 

Sneak 

□ 

2920, Lost Seed, vB 

] 

75 

Sneak 

□ 

w 

1_ 

3 

3 

) 75 

Sneak 

□ 

Legend of Krntely House 

1 

75 

Sneak 

□ 

The Red Kitchen Reader 

Y 75 

Sneak 

□ 

A Dance in Fire, v6 

1 

60 

Speech 

□ 

A Dance in Fire,v7 

1 

60 

Speech 

□ 

2920, Second Seed,v5 

1 

60 

Speech 

□ 

The Buying Game 

i 

60 

Speech 

r Biography of the Wolf 
■ — Queen 

T 

60 

Speech 


Q NAME 

WEIGHT 

VALUE 

ASSOCIATED 

SKILL 

z 

The Importance of Where 

1 

50 

One-Handed 

□ 

2920, Morning Star, vl 

1 

50 

One-Handed 


Fire and Darkness 

1 

50 

One-Handed 

I 

Might Falls on Sentinel 

1 

50 

One-Handed 

I 

Mace Etiquette 

f 

50 

One-Handed 

□ 

Words and Philosophy 

] 

50 

Two-Handed 


The Legendary Soncre Tor 

nr 

50 

Two-Handed 

“ 

King 

i 

50 

Two-Handed 

“ 

Song Of Hrormir 

i 

50 

Two-Honded 

z 

BoFIte of Sonera Tar 

i 

50 

Two-Honded 

z 

Enchanter's Primer 

f 

50 

Enchanting 

□ 

A Tragedy in Block 

] 

50 

Enchanting 

z 

Twin Secrets 

F 

. 50 

Enchanting 

I I Catalogue of Weapon 

1 — 1 Enchantments 

1 

50 

Enchanting 

□ 

Catalogue of Armor 
Enchentments 

1 

50 

Enchanting 

□ 

Daughter of the Niben 

1 

60 

Alteration 

□ 

Breathing Water 

Li 

60 

Alteration 

□ 

Sithis 

1 

60 

Alteration 

□ 

Reality & Other Falsehoods 


60 

Alteration 

Z 

The Lunar Lorkhan 

1 

1 

60 

Alteration 

□ 

The Doors of Oblivion 


50 

Conjuration 

□ 

Liminal Bridges 

1 

50 

Conjuration 

z 

2920, Hear Fire, v9 

) 

50 

Conjuration 

□ 

2920, Frostfall, vlO 

1 

50 

Conjuration 


Qj NAME 

WEIGHT 

VALUE 

ASSOCIATED 

SKILL 


i The Warrior's Charge 

1 

50 

Conjuration 


Horrors of Costle Xyr 

1 

55 

Destruction 


Response to Bero's Speech 

1 

55 

Destruction 


A Hypothetical Treachery 

1 

55 

Destruction 


The Art of War Magic 

\ 

55 

! Destruction 


Mystery of Tolaro, v3 

1 

55 

Destruction 


Incident at Necrom 

1 

60 

Illusion 

_ 

2920, Sun's Down, v2 

1 

60 

Illusion 


The Black Arts On Trial 

1 

60 

Illusion 


Before the Ages of Man 

1 

60 

Illusion 


Mystery of Talara, Part 4 

1 

60 

Illusion 


Withershins 

1 

55 

Restoration 


Racial Phylogeny 

1 

55 

Restoration 


The Exodus 

1 55 

Restoration 


2920, Rain's Hand, v4 

1 

55 

Restoration 


Mystery of Talara, v 2 

T 

55 

Restoration 


A Game at Dinner 

1 

55 

Alchemy 

| Mannimorco, King of 

1 — 1 Warms 

1 

55 

Alchemy 


Song of the Alchemists 

1 

55 

Alchemy 


De Rerum Dirennis 

I 

55 

Alchemy 


Herbalist's Guide to Skyrim 

\ 

55 

Alchemy 


The Locked Room 

1 

75 

Lockpicking 


1 The Wolf Queen, vl 

1 

75 

Lockpicking 


Proper Lack Design 

1 

75 

Lockpicking 


R 

NAME 

WEIGHT 

VALUE 

SAMPLE LOCATION 

APPROX 

NUMBER 

ACROSS 

SKYRIM 

FUNCTIONAL BOOKS 

~| An Explorer's Guide to Skyrim 

i e 

[1 .00] Solitude (The Bards' College) 

16 

Adds Map Markers to several Stones of Fate. 

_J The Legend of Red Eagle 

1 5 [1 .00] Solitude (The Bards' College) 

38 

Starts Dungeon Quest: The Legend of Red Eagle. 



Y Lost Legends 

1 1 1 [1 .00] Solitude (The Bards' College) 

24 

Starts Side Quest: Forbidden Legend. 

Boethiah's Proving 

1 25 

[4.20] Sepitmus Signus's Outpost 

4 

Starts Daedric Quest: Boethiah's Calling. Only appears after you reach Level 32. 

COMMON BOOKS 


T 6 Accords of Madness, v. VI 

1 25 

[3.06] Nightcaller Temple 

1 


2920, Evening Star, vl 2 

i ii 

[1.00] Solitude (Angleine's Aromatics) 

3 


2920, First Seed, v3 

i ii 

[7.00] Windhelm (Polace of the Kings) 

3 


2920, Sun's Dusk, vl 1 

! " 

[1.00] Solitude (Angleine's Aromatics) 

3 


2920, Sun's Height, v7 

1 3 

[9.16] Trevo's Watch 

2 

= 

A Children's Anuad 

1 6 

[1.00] Solitude (The Bards' College) 

21 

= 

| A Dance in Fire, vl 

1 | 3 

[1.00] Solitude (The Bards' College) 

16 


A Dance in Fire, v3 

i 3 

[1.00] Solitude (The Bards' College) 

5 


A Dance in Fire, v4 

1 4 

[1.00] Solitude (The Bards' College) 

14 


A Dance in Fire, v5 

1 30 

[9.00] Riften (Mistveil Keep) 

1 


A Dream of Sovngarde 

1 8 

[1.00] Solitude (The Bards' College) 

15 

□ 

A Gentleman's Guide to 

Whiterun 

1 3 

[1 .00] Solitude (The Bards' College) 

21 

□ 

A Kiss, Sweet Mother 

1 6 

[1.00] Solitude (The Bards' College) 

20 

□ 

A Minor Maze 

1 8 

[1 .00] Solitude (The Bards' College) 

14 



SAMPLE LOCATION 




Aedra and Daedra 

1 

5 

[1.00] Solitude (The Bards' College) 

29 


Ahzirr Traajijazeri 

1 

4 

[7.00] Windhelm (Palace of the Kings) 

2 


Alduin is Real 

1 

8 

[1.00] Solitude (The Bards' College) 

17 


Amongst the Draugr 

] 

14 

[1 .00] Solitude (The Winking Skeever) 



Ancestors and the Dunmer 

} 

8 

[1.00] Solitude (Angleine's Aromatics) 

24 


Antecedents of Dwemer Law 

\ 

5 

[1 .00] Solitude (The fiords' College) 

40 


Arcana Restored 

1 25 

[4.00] College of Winterhold (Arconaeum) 

2 


Argonian Account, Book 1 

1 

2 

[1 .00] Solitude (The Bards' College) 

1? 


Argonian Account, Book 2 

1 

12 

[1 .00] Solitude (Temple of the Divines) 

3 


Argonian Account, Book 3 

1 

i 3 

[1 .00] Solitude (The Bards' College) 

21 


Argonian Account, Book 4 

1 

12 

[4.07] Driftshade Refuge 

2 

□ 

Azura and the Box 

} 

10 

[4.00] College of Winterhold (Hall of 

Attainment) 

6 

□ 

■ Beggar Prince 

1 

S 

[1.00] Solitude (The Bards' College) 

45 

□ 

Biography of Barenziah, vl 

1 

3 

[1 .00] Solitude (The Bards' College) 

44 

□ 

Biography of Barenziah, v2 

1 

3 

[1.00] Solitude (The Bards' College) 

40 

□ 

Biography of Barenziah, v3 

3 

3 

[1.00] Solitude (The Bards' College) 

49 

□ 

Brief History of the Empire, vl 1 2 

[1.00] Solitude (The Bards' College) 

56 

□ 

□ 

Brief History of the Empire, v2 

1 

2 

[LOO] Solitude (The Bards' College) 

57 

Brief History of the Empire, v3 1 

2 

[1.00] Solitude (The Bards' College) 

48 

□ 

□ 

Brief History of the Empire, v4 

1 

2 

[1.00] Solitude (The Bards' College) 

46 

Brothers of Darkness 

1 

30 

[1.28] Kotariah (Dark Brotherhood Quest: 

Hail Sithis!) 

1 

Y Cats of Skyrim 

1 

7 

[4.00] College of Winterhold (Arcanaeum) 

15 

Y Chance's Folly 

1 

6 

[4.00] College of Winterhold (Arconaeum) 

34 


92 



The B.deriJcrotLs' V 

S K Y RlM 




THE INVENTORY 











SAMPLE LOCATION 


i Charwich-Koniinge Letters, vl 

1 

13 

11 ,00} Solitude (The Bards' College) | 

3 

3 Charwich-Koniinge Letters, v3 

1 

13 

[1.00] Solitude (Vittorio Vici's House) 

1 

3 Charwich-Koniinge, v2 

1 13 

[4.07] Driftshade Refuge 1 

3 Chaurus Pie: A Recipe 

1 11 

[5.00] Markarth (Endon's House) 1 

| Children of the Sky 

T 

25 

[9.00] Riften (Ratway Warrens: Esbern's 
Hideout) 

2 

3 Chimorvomidium 

] 20 

[4.20] Septimus Signus's Outpost 

4 

3 Chronicles of Nchuleft 

1 

30 

[5.00] Markarth (Dwemer Museum) 

1 

3 Cleansing of the Fane 

1 

20 

[Random Dungeon] (College of Winterhold , 

Radiant Quest: Valuable Book Procurement) 

3 Darkest Darkness 

1 

5 

[1.00] Solitude (The Bards' College) 

47 

3 Death of o Wanderer 

1 

12 

[1 .00] Solitude (Castle Dour, Thalmor , 

Headquarters) 

1 Dragon Language: Myth 
— 1 no More 

1 

14 

[5.31] Sky Haven Temple 

1 

3 Dunmer ofSkyrim 1 

7 

[1.00] Solitude (The Bards' College) 

16 

3 Dwarves, vl 1 

10 

[5.00] Markarth (Dwemer Museum Bookshelf) 

6 

3 Dwarves, v2 

10 

[5.00] Markarth (Dwemer Museum Bookshelf) 

5 

| Dwarves, v3 1 

10 

[5.00] Markarth (Arnleif and Sons) 

2 

3 Dwemer History and Culture 

1 

13 

[1.00] Solitude (Castle Dour) 

9 

3 Dwemer Inquiries Vol 1 

1 

* 

[5.00] Markarth (Dwemer Museum Bookshelf) 

19 

3 Dwemer Inquiries Vol II 

1 

6 

[1.00] Solitude (The Bards' College) 

16 

3 Dwemer Inquiries Vol III 

1 

6 

[5.00] Markarth (Dwemer Museum Bookshelf) 

21 

3 Effects of the Elder Scrolls 

1 

25 [4.00] College of Winterhold (Arcanaeum) 

3 

3 Fall from Gtery 

1 

8 

[4.00] College of Winterhold (Arcanaeum) 

20 

Fall of the Snow Prince 

1 

11 

[1.00] Solitude (Radiant Raiment) 

2 

Feyfolken 1 

1 

12 1 [1.00] Solitude (The Bards' College) 

2 

3 Feyfolken II 

1 

12 [1.00] Solitude (The Bards' College) 

3 

3 Feyfolken III 

[ 7 ] 

12 

[4.00] Winterhold (Jarl's Longhouse) 

2 

3 Final Lesson 

1 14 [5.34] Old Hroldan Inn 

1 

3 Eive Songs of King Wulffrarfli 

1 

30 [7.00] Windhelm (Palace of the Kings) 

1 

3 Flight from the Thalmor 

1 13 [5.31] Sky Haven Temple 

2 

3 Forge, Hammer and Anvil 

1 

14 

[4.07] Driftshade Refuge 

1 

3 Fragment: On Artaeum 

I 

20 

[6.29] Fellglow Keep (College of Winterhold 
Quest: Hitting the BoSks) 

1 

| Frontier, Conquest 

M 1 

5 

[1.00] Solitude (The Bards' College) 

29 

3 Galerion The Mystic 

i 

6 

[1.00] Solitude (The Bards' College) 

34 

3 Ghosts in the Storm 

i 

13 

[8.00] Falkreath (Jarl's Longhouse) 

2 

| Glories and Laments 

i 

25 

[1.28] Katariah (Dark Brotherhood Quest: 

Hail Sithis!) 

1 

3 Gods and Worship 

i 

5 

[1 .00] Solitude (The Bards' College) 

31 

| Great Harbingers 1 

13 

[6.00] Whiterun (Jorrvaskr) 

1 

| Hanging Gardens 

l 

30 

[9.36] Largashbur 

2 

1 Harvesting Frostbite Spider 

1 — 1 Venom 


7 

[1.00] Solitude (The Bards' College) 

14 

1 1 Herbane's Bestiary: 

1 — 1 Automatons 

i ' 

14 

[4.00] College of Winterhold (Arcanaeum) 

2 

| Herbane's Bestiary: Hagravens 

FT~ 

6 

[1.00] Solitude (The Bards' College) 

T8 

3 Herbane's Bestiary: Ice Wraiths 

1 

7 

[1.00] Solitude (The Bards' College) 

16 

3 Barker Attacks 

i 

4 

[1.00] Solitude (Ihe Bards' College) 

19 

3 Immortal Blood 

m 

4 

[1.00] Solitude (The Bards' College) 

18 

3 Imperial Report on Saarthal 

i 

13 

[4.00] College of Winterhold (Arcanaeum) 

3 

3 Invocation of Azura 

i 

20 

[1 .00] Solitude (The Bards' College) 

1 

| Killing -Before You're Killed 

i 

3 

[1.00] Solitude (The Bards' College) 

20 

3 Kolb & the Dragon 

i 

2 

[1.00] Solitude (The Bards' College) 

18 

3 Last King of the Ayleids 

i 

25 

[6.29] Fellglow Keep (College of Winterhold 
Quest: Hitting the Books) 

1 



_ Life of Uriel Septim VII 


[l.OOI Solitude (The Bards' College) 


□ 

Lyamthropk Legend of Skyrim 

| 

20 

[6.00] Whiterun (Jorrvaskr) 

i 

□ 

Magic from the Sky 

1 

12 

[9.02] Shroud Hearth Barrow 

3 

n 

Mixed Unit Todies \ 

5 

[1.00] Solitude (The Bards' College) 

48 

□ 

Mysterious Akevir 

1 

5 

[4.00] College of Winterhold (Arcanaeum) 

30 

□ 

Mystery of IttlcKO, v 1 

1 

3 

[1.00] Solitude (The Bards' College) 


□ 

Mystery of lalnra, v5 


n 

[1 .00] Solitoda ffhe Sards' College! 


□ 

□ 

n 

Myths of Sheopafh 1 

2 

[1.00] Solitude (The Bards' College) 

31 

Nerevar Moon and Star 

1 

30 

[5.00] Markarth (Dwemer Museum) 


N'Gasta! Kvato! Kvakis! 

I 

20 

[ 1 .00] Solitude (The Bards' College) 1 

3 Nightingales: Fact a Fiction? 

1 \ 

3 

[4.00] College of Winterhold (Arcanaeum) 

10 

3 Nords Arise! 

1 

4 

[1.00] Solitude (The Bards' College) 

19 

3 Nords of Skyrim 

1 

6 

[1.00] Solitude (The Bards' College) 

16 

3 Ode T o The Tundrastriders 

1 

8 

[1.00] Solitude (The Bards' College) 

13 

3 Of Crossed Daggers 

1 

5 

[1 .00] Solitude (The Bards' College) 

17 

3 Of Fjori and Holgeir 

1 

6 

[1.00] Solitude (The Bards’ College) 

16 

| Olaf and the Dragon 

1 

2 

[1 .00] Solitude (The Bards' College) 1 9 

3 On Oblivion 

1 

10 

[1.00] Solitude (The Bards' College) 

4 

3 On Stepping Lightly 

1 

12 

[1.00] Solitude (The Bards' College) 

1 

3 On the Great Collapse 

1 

12 

[5.00] Markarth (Dwemer Museum Bookshelf) 

6 

3 Polio, volume 1 

1 

3 

[1 .00] Solitude (Castle Dour Dungeons) 

6 

3 Polio, volume 2 

1 

10 

[9.00] Riften (Elgrim's Elixirs) 

1 

| Pension of the Ancestor Moth 

J_j 

8 

[1.00] Solitude (The Bards' College) 

15 

3 Physicalities of Werewolves 

1 

14 

[8.11] Half-Moon Mill 

2 

3 Pirate King of the Abecean 

1 

6 

[1 .00] Solitude (The Bards' College) 

19 

3 Remanada 

1 

20 

[5.31] Sky Haven Temple 

3 

3 Report: Disaster at lonith 

1 

3 

[1.00] Solitude (The Bards' College) 

25 

| Rising Threat, Vol. 1 

1 

6 

[1.001 Solitude (The Bards' College) 

13 

3 Rising Threat, Vol. II 

jl 

6 

[1.00] Solitude (The Bards' College) 

14 

3 Rising Threat, Vol. Ill 

1 

6 

[1.00] Solitude (The Bards’ College) 

16 

3 Rising Threat, Vol. IV 

33 

6 

[1.00] Solitude (The Bards' College) 

14 

| Ruins of KemeFZe 

i 

7 

[6.00] Whiterun (Jorrvaskr) 

22 

3 Scourge of the Gray Quarter 

i 

8 

[1 .00] Solitude (The Bards' College) 

16 

3 Shadowmorks 

j ] 

30 

[9.00] Riften (The Rotway Cistern) 

4 

3 Shezarr and the Divines 

rn 

11 

[1.00] Solitude (The Winking Skeever) 

3 

3 Short History of Morrowind 

i 

15 

[1.00] Solitude (The Blue Palace) 

4 

3 Song of the Askelde Men 

jJ 

5 

[1.00] Solitude (The Bards' ColEegeJ 

16 

3 Songs of Skyrim 

i 

10 

[7.05] Kynesgrove (Broklwood Inn) 

1 

lr~ ~f -r i 

3 Songs of Skyrim: Revised 

i 

14 

[6.21] Pelagia Farm 


3 Songs of the Return, Vol 19 

i 

6 

[1.00] Solitude (The Bards' College) 

)8 

□ 

□ 

Songs of the Return, Vol 2 


6 

[1.00] Solitude (The Bards' College) 

21 

Songs of the Return, vol 24 

i 

30 

[6.00] Whiterun (Jorrvaskr) 

1 

3 Songs of the Return, Vol 56 

i 

6 

[1.00] Solitude (The Bards' College) 

20 

| Songs of the Return, Vol 7 l 

6 

[1.00] Solitude (The Bards' College) 17 

3 Souls, Black and White 

: i 

20 

H.00] College of Wmlsriitrid (Bull of 
Attainment) 

1 

Sovngarde: A Reexamination 1 

12 

[9.00] Riften (Riften Jail) 2 

3 Spirit of Nirn 

i 

6 

[COO] Solitude (The Bards' College) 33 

3 Spirit of the Daedra 

i 

25 

[6.02] Rorikshead (Rorik's Manor) 1 

| The "Madmen" of the Reach 

1 7 

[1 .00] Solitude (The Bards' College) 

18 

3 The Adabal-a 

1 

25 

[1 .28] Katariah (Dark Brotherhood Quest: ? 

Hail Sithis!) 

3 The Alduin/Akatosh Dichotomy 

1 

8 [1.00] Solitude (The Bards' College) 1 2 


OTHER ITEMS 


Si>- 


TRANING 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



s 


NAME 

^ U_i 

5 B 

LLl -=d[ 

SAMPLE LOCATION 

A 

N 

A 


^ > 


A 

SI 


| The Amulet of Kings 

1 

6 

[1.00] (The Bards' College) 

22 

3 The Apprentice s Assistant 

1 

12 

[8.00] Falkreath (Corpslight Farm) 

2 

J The Arttunan Heresy 

1 

6 

[1.00] Solitude (The Bards' College) 

21 

3 The Bear of Morkorth 

1 

8 

[1.00] Solitude (The Bards' College) 

17 

n The Block Arrow, vl 1 

2 

[1 .00] Solitude (The Bards' College) 

9 

_j The Book of Daedra 1 

s 

[1.00] Solitude (The Bards' College) 

42 

The Book of the Dragonborn 1 

12 

[4.00] College of Winterhold (Arcanaeum) 

4 

The Cabin in the Woods 

1 

8 

[1.00] Solitude (The Bards' College) 

13 

_J The Cake and The Diamond 1 

S 

[1.00] Solitude (The Bards' College) 

47 

I The City of Stone 1 

4 

[1.00] Solitude (The Bards' College) 

24 

The Code of Malacath 

1 2 [1 .00] Solitude (The Bards' College) 

23 

|| The Dowry 

1 

11 

[9.00] Riften (Mistveil Keep) 

\ 

_| The Dragon Breok 

1 14 

[9.00] Riften (Ratway Warrens: Esbern's 
Hideout) 

2 

The Dragon War 

1 

12 

[9.00] Riften (Ratway Warrens: Esbern's 
Hideout) 

3 

| The Falmer: A Study 

1 

11 

[4.00] College of Winterhold (Arcanaeum) 

3 

_J| The Firmament 

1 

5 

[1.00] Solitude (The Bards' College) 

54 

| | The Eirsthold Revolt 

1 

7 

[1.00] Solitude (The Bards' College) 

32 

]] The Great War 

l 

6 

[1 .00] Solitude (The Bards' College) 

15 

]] The Holds of Skyrim 

1 

3 

[1.00] Solitude (The Bards' College) 

19 

| The Hope of the Redoran 

1 

5 

[1 .00] Solitude (The Bards' College) 

31 

The Legendary Scourge 

1 

30 

[Random Dungeon] (College of Winterhold 
Radiant Quest: Valuable Book Procurement) 

1 

J The Lusty Argonian Maid, vl 

1 

14 

[9.00] Riften (Haelga's Bunkhouse) 

4 

] The Lusty Argonian Maid, v2 

1 

14 

[9.00] Riften (Haelga's Bunkhouse) 

i 

J The Madness of Pelagius 

1 

12 

[6.00] Whiterun (Dragonsreach Jarl's Quarters) 

i 

J The Monomyth 

1 

8 

[1.00] Solitude (The Bards' College) 

13 

| The Night Mother's Truth 1 

25 

[8.00] Falkreath (Jarl's Longhouse) 

2 

^ The Oblivion Crisis 1 

6 

[1.00] Solitude (The Bards' College) 

■ 17 

The Old Ways 

1 

30 

[4.19] Fort Kastav 

] 

] The Pig Children 

1 

20 

[1.00] Solitude (The Bards' College) 

1 

The Ransom of Zarek 

| 1 

2 

[1.00] Solitude (The Bards' College) 

14 

^ The Real Barenziah, vl 

1 

5 

[1 .00] SoliYude (The Bard£ College) 

21 

The Real Barenziah, v2 

\ 

5 

[1 .00] Solitude (The Bards' College) 

41 

]] The Real Barenziah, v3 

1 

5 

[1 .00] Solitude (The Bards' College) 

37 

_J The Real Barenziah, v4 

1 

5 

[1.00] Solitude (The Bards' College) 

37 

The Real Barenziah, v5 

1 

5 

[6.00] Whiterun (Jorrvaskr) 

25 

| The Red Book of Riddles 

1 

30 

[3.25] Nightgate Inn (Carried by Fultheim) 

1 

_] The Rise and Fall of the Blades 

1 

1 1 [4.00] College of Winterhold (Arcanaeum) 

5 

The Seed 

1 

10 

[1.00] Solitude (The Bards' College) 

3 

The Song of Pelinal, vl 1 

5 

[9.00| Riften (Temple of Mara) 

15 



SAMPLE LOCATION 



^ The Song of Pelinal, v2 
^ The Song of Pelinal, v3 
~^\ The Song of Pelinal, v4 
^ The Song of Pelinal, v5 
The Song of Pelinal, v6 
^ The Song of Pelinal, v7 
^ The Song of Pelinal, v8 
^ The Tale of Dro'Zira 

□ The Tabs Mistake 
~^\ The Third Door 

The Third Era Timeline 
^ The True Nature of Ores 

□ The Waters of Oblivion 

U The Wild Elves 

□ The Windhelm Letters 
The Wispmother 

The Wolf Queen, v2 
The Wolf Queen, v3 
]] The Wolf Queen, v4 
^ The Wolf Queen, v5 
~^\ The Wolf Queen, v6 
The Wolf Queen, v7 
]] The Wolf Queen, v8 
]] The Woodcutter's Wife 

□ There Be Dragons 

| | Thief of Virtue 

^ Treatise on Ayleidic Cities 
Trials of St. Alessia 
^ Troll Slaying 
Uncommon Taste 

^ Varieties of Daedra 

^ Vernoccus and Bourlor 
Wabbajack 

] Walking the World, Vol XI 
War of the First Council 
^ Watcher of Stones 

Words of Clan Mother Ahnissi 
^ Wraith's Wedding Dowry 
O Yellow Book of Riddles 
Yngol and the Sea-Ghosts 



5 j 

[1.00] Solitude (The Bards' College) 

18 


5 

[1.00] Solitude (The Bards' College) 

15 


5 

[1 .00] Solitude (The Bards' College) 

14 


5 

[1.00] Solitude (The Bards' College) 

18 


5 

[1 .00] Solitude (The Bards' College) 

12 


5 

[1.00] Solitude (The Bards' College) 

11 


5 

[1.00] Solitude (The Bards' College) 

12 


11 

[8.00] Falkreath (Dengeir's House) 

2 


7 

[1 .00] Solitude (The Blue Palace) 

18 


11 

[5.00] Markarth (Vlindrell Hall) 

1 


8 

[1.00] Solitude (The Bards' College) 

16 


20 

[5.38] Dushnikh Yal 

4 


30 

[Random Dungeon] (College of Winterhold 
Radiant Quest: Valuable Book Procurement) 

1 


25 

[1.00] Solitude (The Bards' College) 

~ } 


7 * 

[1 .00] Solitude (The Bards' College) 

15 


8 

[4.00] College of Winterhold (Arcanaeum) 

15 


4 

[1 .00] Solitude (The Bards' College) 

22 


4 

[1 .00] Solitude (The Bards' College) 

27 


4 

[1 .00] Solitude (The Bards' College) 

17 


4 

[1 .00] Solitude (The Bards' College) 

21 


30 

[6.00] Whiterun (Dragonsreach) 

2 


4 

[1.00] Solitude (The Bards' College) 

19 


12 

[1 .00] Solitude (Proudspire Manor) 

2 


8 

[1.00] Solitude (The Bards' College) 

14 


11 

[6.27] Riverwood (Sleeping Giant Inn) 

1 


5 

[1.00] Solitude (The Bards' College) 

42 


25 

[3.00] Dawnstar (The White Hall) 

1 


5 

[1.00] Solitude (The Bards' College) 

13 


8 

[1 .00] Solitude (The Bards' College) 

15 


3 

[1 .00] Solitude (The Bards' College) 

28 

1 

11 

[3.06] Nightcaller Temple (Daedric Quest: 

Waking Nightmare) 

2 

1 

6 

[1.00] Solitude (The Bards' College) 

19 

1 

7 

[1.00] Solitude (The Bards' College) 

15 

1 

8 

[1.00] Solitude (The Bards' College) 

15 

1 

25 

[5.00] Markarth (Dwemer Museum) 

1 

l 

8 

[1.00] Solitude (The Bards' College) 

16 

T 14 

[4.00] Winterhold (The Frozen Hearth) 

1 

1 10 

[1.25] Brine water Grotto 

2 

1 3 

[1 .00] Solitude (The Bards' College) 

31 

1 5 

[1.00] Solitude (The Bards' College) 

37 



# 


The €fider * 


S K Y R 1 M 


THE INVENTORY 



Table XII: Spell Tomes 

A list of spell tomes. Cross-reference this list with the Spell Table (on page 70) to identify any restrictions. 





SPELL TOMES 


□ 

Spell Tome: Bane of the 
Undead 

I 

1ZOO 

Bane of the Undead 

Spell Tome: Banish Daedra 

1 

346 

Banish Daedra 

Spell Tome: Blizzard 

1 

1350 

Blizzard 

| | Spell Tome: Bound 

1 — 1 Bottleaxe 

h 

99 

Bound Battleaxe 

E 

Spell Tome: Bound Bow 

i 

335 

! Bound Bow 

Spell Tome: Bound Sword 

i 

49 

Bound Sword 

_J Spell Tome: Call To Arms 

i 

1150 

Call to Arms 

_J Spell Tome: Calm 

i 

91 

Calm 

Spell Tome: Candlelight 

i 

44 

Candlelight 

Spell Tome: Chain 
— 1 Lightning 

i 

390 

Chain Lightning 

| Spell Tome: Circle Of 
— 1 Protection 

h 

650 

Circle of Protection 

^ Spell Tome: Clairvoyance 

i 

50 

Clairvoyance 

□ 

□ 

Spell Tome: Close Wounds 

p 

, 360 

Close Wounds 

Spell Tome: Command 
Daedra 

t 

660 

Command Daedra 

| | Spell Tome: Conjure 

1 — 1 Dremora Lord 

F 

730 

Conjure Dremora Lord 

□ 

Spell Tome: Conjure 

Familiar 


49 

Conjure Familiar 

1 | Spell Tome: Conjure Flame 

1 — ! Atronach 


99 

Conjure Flame 

Atronach 

p 

Spell Tome: Conjure Frost 
Atronach 


347 

Conjure Frost 

Atronach 

□ 

Spell Tome: Conjure Storm 
Atronach 


690 

Conjure Storm 

Atronach 


Spell Tome: Courage 

i 

46 

Courage 


Spell Tome: Dead Thrall 

n 

1270 

Dead Thrall - 


Spell Tome: Detect Life 

i 

332 

Detect Life 


Spell Tome: Detect Undead 

u 

600 

Detect Dead 


Spell Tome: Dragonhide 

i 

1389 

Dragonhide 


Spell Tome: Dread Zombie 

ii 

630 

Dread Zombie 


Spell Tome: Ebonyflesh 

i 

650 

Ebonyflesh 


Spell Tome: Expel Daedra 

h 

620 

| Expel Daedra 


Spell Tome: Fast Healing 

1 

94 

Fast Healing 



TEACHES SPELL 



Spell Tome: Fear 

fl 

80 

Fear 


Spell Tome: Fire Rune 

1 

90 

Fire Rune 


Spell Tome: Fire Storm 


1290 

Fire Storm 


Spell Tome: fireball 

1 

345 

Fireball 


Spell Tome: Fireball 

1 96 

Fireball 


Spdf Tome: Borne (look 

1 

325 

Flame Clock 


Spell Tome: Flame Thrall 

1 

1260 

Flame Thrall 


Spell Tome; Flames 

1 

50 

Flames 


Spell Tome: Frenzy 

1 330 

j Frenzy 


Spell Tome: frost Qoek 

1 

340 

Frost Cloak 


Spell Tome: frost Rune 

1 

f 92 

i Frost Rune 


Spell Tome: Frost Thrall 

1 

1300 

Frost Thrall 


. Spell Tome: Frostbite 

1 

47 

Frostbite 


Spell Tome: Fury 

1 

43 

Fury 


Spell to: Grand Healing 

1 

680 

Grand Healing 


Spell Tome: Greater Ward 

1 

341 

Greoter Ward 


Spell Tome: Guardian Circle 

1 

1220 

Guardian Circle 


Spell Tome: Harmony 

1 

1220 

Harmony 


Spell Tome: Heal Other 

1 

300 

Heal Other 


Spell Tome: Healing 

1 

50 

Heeling 


Spell Tome: Healing Hoads 


39 

Healing Hands 


Spell Tome: Hysteria 

1 

1240 

Hysteria 


Spel Tome; Ice Spike 

l 

96 

Ice Spike 


Spell Tome: Ice Storm 

1 

360 

Ice Storm 


, Spell Tome: Icy Spear 

1 

725 

ley Spear 


Spell Tome: Incinerate 

1 

7t0 

Incinerate 


Spell Tome: Invisibility 

1 H 

625 

Invisibility 


Spell Tome: bonfieslr 

1 

341 

Iranflesh 


Spell to: Lesser Word 

|l " 

45 

lesser Word 

— 

Spell Tome: lightning Bolt 

l 

95 

Lightning Bolt 


Spell Tome: lightning 
- (took 

t 

355 

Lightning Clook 

u 

Spell Tome: lightning Rune 

1 

93 

lightning Rune 

g 

Spell Tome: Lightning 

Storm 

1 

MOO 

Lightning Storm 




Spell Tome: Wagelight 

fl 

37 

Mogeligfot 


Spell Tome; Moss Paralysis 

b 

1280 

Moss Porosis 


Spell Tome: Mayhem 

ji 

1250 

Mayhem 


Spell Tome: Muffle 

j 

38 

Muffle 

— 

Spell Tome: Ookftesh 

1 

44 

Ookflash 


Spell Tome: Pacify 

f? 

610 

Pacify 


Spall Tome: Paralyze 

i 

685 

Paralyze 


Spell Tame: Raise Zombie 

i 

49 

Raise Zombie 


Spell Tome: Rally 

[t 

300 

Roily 


□ 

□ 


Spell to; Reanimate 

Corpse 

Spell Tome: Repel lesser 
Urtdead 


99 Reanimate Corpse 
333 Repel Lesser LlmJead 


E 

Spell Tome: Repel Undead 

h 

555 

Repel Undead 

E 

Spoil lame: Revenant 

1 

340 

Revenant 

z 

Spell Tome: Rout 

1 

653 

Rout 

c 

Spell Tame: Saul Trap 

1 

100 

Soul Trap 

□ 

Spell Tome: Sparks 

i ' 

46 

Sparks 

E 

Sped Tome: Steadfast 

Ward 

l 

92 

Steadfast Word 

E 

Spell Tome: Stonellesh 

1 

95 

Staneflesh 

□ 

Spell Tome: Storm Thrall 

1 

1350 

Storm Thrall 

:: 

Spel! Tome: Telekinesis 

1 

326 

Telekinesis 

z 

Spellto: Thunderbolt 


750 

Thunderbolt 

1 1 Spell Tome: Transmute 

l — 1 Mineral Ore 

1 

900 

Transmute 

f | Spell Tome: Tam Greater 

1 — 1 Undeod 


taiH 

444 

Turn Greater Undead 

Z 

Spel! to: Turn Lesser 
Undeod 

1 

89 

Turn lesser tJndead 


Spell Tome: Turn Undead 

1 

393 

Turn Undead 


Spell to; Wall af Flames 


680 

Wall of Flames 


Spell Tome: Wolf of Frost 

j 

700 

Wall of Frost 


Spell to: Walt of Storms 

i 

725 

Wall of Storms 


| | Spell to: 

■ — 1 Woterbrenthing 


340 

Waterbreathing 


3 



l — 

0 THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





i$> Table XIII: Potions 


A list of all the standard potions and poisons in the realm, including usable potions acquired as part of a quest (like Vaermina's Torpor). Non-usable 
potions (for example, potions you are asked to deliver to someone) are listed on a table in the Other Items section. 





POTION NAME 

WEIGHT 

VALUE 

EFFECT 

POTIONS 

□ 

Ice Wraith Essence 

0,5 

96 

+20% Frost Resistance, 

60s 


Potion of Cura Disease 

0.5 

79 

Cures all active diseases. 


Cure Poison 

0.5 

31 j 

Cures all active poisons. 


Potion of Strength 

0.5 

170 

+20 Carry Weight, 5m 


Draught of Strength 

0.5 

266 

+30 Carry Weight, 5m 


Solution of Strength 

as 

365 

+40 Carry Weight, 5m 


Philter of Strength 

wj 

w" 

+50 Carry Weight, 5m 


Elixir of Strength 

0,5 

571 

+60 Cany Weight 5m 


Potion of Regeneration 

0.5 

31 1 +50% Healiti Regen r 5 m 


Draught of Regeneration 

0,5 

380 +60% Health Regen, 5m 


Solution of Regeneration 

0.5 

451 +70% Health Reg err, 5 m 


PftiftBr of Regeneration 

0.5 

522 

668 

+80% Health Regen, 5m 

+100% Health Regen, 

5m 

= 

Elixir of Regeneration 

0.5 


Potion of Health 

0,5 

67 

+20 Max Health, 60s 


Draught of Kealih 

0.5 

145 

+40 Max Health, 60s 


Solution of Health 

0.5 

226 

+60 Max Health, 60s 


: Philter of Health 

L 0.5 ' 

111 

+80 Max Health, 60s 


Elixir of Health 

0.5 

398 

+100 Max Health, 60s 


' Potion of Extra Magicka 

0.5 

58 

*20 Mux Magic Sea, 60s 

□ 

Draught of Extra 

Magicka 

0.5 

124 

+40 Max Mngidca, 60s 

□ 

Solution of Extra 

Mogkka 

0.5 

194 

+60 Max Magidca, 60s 

□ 

i Philter of Extra Mcgkko 

0.5 

266 

+80 Max Magicka, 60s 

□ 

Elixir of Extra Magicka 

0.5 ' 

341 

+100 Max Mogkka, 60s 

□ 

n 

' Potion of lusting 

Potency 

as 

311 

+50% Magicka Regen, 

5m 

Draught of Lasting 

Potency 

0.5 

380 

+60% Magicka Regen, 

5m 

| i Solution of Lasting 

1 — 1 Putetray 

0.5 

451 

+70% Magicko Regen, 

5 m 

P 

Philter of lasting 

1 Potency 

0.5 

522 

+80% Mogickq Regen, 

5m 

] Elixir d Lasting Potency 

0.5 

668 

+100% Mugldco 

Regen, 5m 


Potion oF Alteration 

o.s 

49 

+25% Alteration, 60s 


Draught of Alteration 

0,5 

106 

+50^6 Alteration 60s 


Philter of Alteration 

0.5 

165 

*75 Alteration, 60s 


Elixir of Alteration 

0,5 

227 

+100% Alteration, 60s 

■ — 

Potion of Haggling 

0.5 

84 

+10% Better F r :e;. 30s 


Draught of Haggling 

05 

131 

+15% Better Prices, 30s 


Philter of Haggling 

0.5 

’ 180 

+25% Better Prices, 30s 


Elixir of Haggling 

0.5 

230 

+30% Better Prices, 30s 


Potion of the Defender 

Ci 

45 

+10% Block, 60s 


Draught of the Defender 

0.5 

70 

+15% Block. 60s 


Philter of the Defender 

1L 

96 

+20% dock. 60s 


FJ 

POTION NAME 

WEIGHT 




Elixir of the Defender 

0.5 

123 

+25% Block, 60s 


Conjurer's Potion 

0.5 

61 

+25% Conjuration, 60s 


Conjurer's Draught 

0.5 

132 

+50% Conjuration, 60s 


Conjurer's Philter 

0.5 

207 

+75% Conjuration, 60s 


Conjurer's Elixir 

0.5 

284 

+100% Conjuration, 60s 


Potion of Destruction 

0.5 

96 

+20% Destruction, 60s 


Draught of Destruction 

0.5 151 

+30% Destruction, 60s 

=» 

Philter of Destruction 

0.5 

207 

+40% Destruction, 60s 

Elixir of Destruction 

0.5 

265 

+50% Destruction, 60s 


Enchanter's Potion 

I 0.5 54 

+10% Enchanting, 60s 

— 

Enchanter's Draught 

0.5 84 

+15% Enchanting, 60s 

Enchanter's Philter 

0.5 116 

+20% Enchanting, 60s 

Enchanter's Elixir 

0.5 148 

+25% Enchanting, 60s 


Potion of the Knight 

°-A. 

45 

+10 Heavy Armor, 60s 


Draught of the Knight 

0.5 

70 

+15 Heavy Armor, 60s 


Philter of the Knight 

0.5 96 

+20 Heavy Armor, 60s 


Elixir of the Knight 

0.5 123 

+25 Heavy Armor, 60s 


Parian of Illusion 

0.5 

99 

+25% Illusion, 60s 


Draught of Illusion 

0.5 212 

+50% Illusion, 60s 


| Philter of Illusion 

0.5 331 

| +75% Illusion, 60s 


Elixir of Illusion 

0.5 455 

+100% Illusion, 60s 


Skirmisher's Potion 

! 0.5 

45 

+10 Light Armor, 60s 


Skirmisher's Draught 

0.5 70 

+1 5 light Armor, 60s 


Skirmisher's Philter 

0.5 96 

+20 light Armor, 60s 


Skirmisher's Elixir 

0.5 123 

+25 Light Armor, 60s 


Potion of Lockpicking 

: 0.5 45 

1+20% Lockpicking, 30s 


Draught of Lockpicking 

0.5 70 

+30% Lockpicking, 30s 


i Philter of Lockpicking 

| 0.5 

96 

+40% Lockpicking, 30s 


Elixir of lockpicking 

0.5 

123 

+50% Lockpicking, 30s 


Parian of True Shot 

1 0.5 

96 

+20% Bow Domoge, 60s 


Draught of True Shot 

0.5 

151 

+30% Bow Damage, 60s 


Philter of True Shot 

0.5 

207 

+40% Bow Damage, 60s 


Elixir of True Shot 

0.5 

265 

+50% Bow Damage, 60s 

|i Potion of the Warrior 

0,5 

96 

| +20% One-Handed 
| Damage, 60s 

! Draught of the Warrior 

0.5 

151 

+30% One-Handed 
Damage, 60s 

□ 

Philter of the Warrior 

0.5 

207 

+40% One-Handed 
Damage, 60s 

b 

Elixir of the Wnrriof 

0.5 

265 

+50% One-Handed 
Damage, 60s 


Potion of Glibness 

0.5 

’ 96 

i +20 Speech, 60s 


Draught of Glibness 

0.5 

151 

+30 Speech, 60s 


Philter of Glibness 

0.5 

! 207 _ 

I +40 Speech, 60s 


Elixir of Glibness 

0.5 

265 

+50 Speech, 60s 


Potion of Pickpocketing 

0.5 

96 

+20% Pickpocket, 60s 


Draught of Pickpocketing 

0.5 

151 

+30% Pickpocket, 60s 


1 . . ■■■ ■ - 

H POTION NAME 

L I . 

WEIGHT 

VALUE / 

EFFECT 

z 

Philter of Pickpocketing 

0.5 

207 

+40% Pickpocket, 60s 

t 

Elixir of Pickpocketing 

0.5 

265 +50% Pickpocket, 60s 

□ 

Potion of the Healer 

0.5 

96 

+20% Restoration, 60s 

L_ 

Drought of trie Healer 

0.5 

1ST 

+30% Restoration, 60s 

□ 

Phifter of trie Healer 

0.5 

207 

+40% Restoration, 60s 

□ 

Elixir of the Healer 

0.5 

265 

+50% Restoration, 60s 

□ 

Blacksmith's Potion 

0.5 

67 

+20% Smithing, 30s 

□ 

Blacksmith's Draught 

0.5 

105 

+30% Smithing, 30s 

z 

Blacksmith's Philter 

0.5 

.Z 

+40s Smithing, 30s 

□ 

Blacksmith's Elixir 

0.5 

185 

+50% Smithing, 30s 

r 

Potion of Light Feet 

0.5 

45 

+10% Sneak, 60s 

u 

Draught of tight Feet 

0.5 

70 +15% Sneak, 60s 

□ 

Philter of tight Feet 

0.5 

96 +29% Sneak, 60s 

r 

Elixir of Light Feet 

0.5 

123 

+25% Sneak, 60s 

]] Potion of the Berserker 

0.5 

96 

+208 Two-Handed 
Damage, 60s 

_j Drought of the Berserker 

0.5 

+ r, +30% Two-Handed 

5 Damage, 60s 

~^\ Philter of the Berserker 

0.5 

207 

+4 0% Two-Handed 
Damage, 60s 

_| Elixir of the Berserker 

0,5 

« j r +50% Two-Handed 
* Damage, 60s 

| | Potion of Enhanced 

J — ' Stamina 

0.5 

341 

+20 Max Stamina, 5m 

f | Draught of Enhanced 
■ — J Stamina 

0,5 

731 

+40 Max Stamina, 5m 

| | Solution of Entranced 

\ — J Stamina 

0.5 

1142 

+60 Max Stamina, 5m 

j | Philter of Enhanced 
'■ — 1 Stamina 

0.5 

1568 

+80 Max Stamina, 5m 

i[ | Elixir af Enhanced 
i — \ Stamina 

0.5 

341 

+100 Max Stamina, 5m 

_| Potion of Vigor 

O.S 

311 

+50% Stamina Regan, 

5m 

Z 

1 Draught d Vigor 

0.5 

330 

+60% Stamina Regen, 

5m 

□ 

Solution of Vigor 

0.5 

451 

+70% Stamina Regen, 

5m 

:□ 

Philter of Vigor 

0.5 

522 

+80%. Slomino Regeo, 

5m 

□ 

Elixir d Vigor 

0.5 

668 

+100% Stamina Regen, 
5m 

□ 

□ 

Potion of Brief Invisibility 

Potion of Extended 
Invisibility 

0.5 

0.5 

214 

334 

Invisibly 20 s 

Invisibly 30s 

[ | Potion of Enduring 

l — 1 Invisibility 

0.5 

459 

Invisibility 40s 

[ — | Potion of Prolonged 

1 1 invisibility 

0.5 

5B7 

Invisibility 50s 


| Elixir d Fire Resistance 

0.5 

265 

+508 Fire Resistance 


Potion d Fhe Resistance 

0,5 

96 

+20% Fire Resistance 

D 

i Drought of Fire 
' Resistance 

0,5 

151 

+30% Fire Resistance 


96 


v7 


The B'der£cr;^ V 


S I< Y R 1 M 


THE INVENTORY 


rmi 


W 





H 

POTION NAME 

1_LJ 

1— LJ 

g! 

EFFECT 

Phflto of Fire Resistance 

0.5 

207 

+40% Fire Resistance 

Elixir of Resistance Cold 

0.5 

265 

+50% Frost Resistance 

1 1 Potion of Resistance 

1 — 1 Cold 

0.5 

96 

+20% Frost Resistance 

| | Draught of Resistance 

1 — 1 Cold 

0.5 

151 

+30% Frost Resistance 

| | Philter of Resistance 

LJ Cold 

0.5 

207 

+40% Frost Resistance 

| | Elixir of Magic 

1 — 1 Resistance 

0.5 

247 

+25% Magic Resistance 

1 Potion of Magic n r 

1 — 1 Resistance 

90 

+10% Magic Resistance 

I 1 Draught of Magic 

1 — ' Resistance 

0.5 

141 

+15% Magic Resistance 

1 1 Philter of Magic 

1 — 1 Resistance 

0.5 

193 

+20% Magic Resistance 

| | Elixir of Shock 

1 — 1 Resistance 

0.5 

265 

+50% Shock Resistance 

1 Potion of Shock « r 

1 — 1 Resistance 

96 

+20% Shock Resistance 

1 1 Draught of Shock 

1 — 1 Resistance 

0.5 

151 

+30% Shock Resistance 

□ 

Philter of Shock g r 

Resistance 

207 

+40% Shock Resistance 

^ Potion of Minor Healing 0.5 

17 

Restore Health 25 

^ Potion of Healing 0.5 

36 

Restore Health 50 

1 1 Potion of Plentiful 

1 — 1 Healing 

0.5 

57 

Restore Health 75 

| | Potion of Vigorous n r 

1— J Healing ^ 

79 

Restore Health 1 00 

1 1 Potion of Extreme 

1 — 1 Healing 

0.5 

123 

Restore Health 1 50 

1 1 Potion of Ultimate 

1 — 1 Healing 

0.5 

251 

Restore Health Full 

Potion of Minor Magicka 

0.5 

20 

Restore Magicka 25 

_[ Potion of Magfdca 0.5 

44 

Restore Magicka 50 

| | Potion of Plentiful 

1 — 1 Magicka 

0.5 

69 

Restore Magicka 75 

1 1 Potion of Vigorous 

1 — 1 Magicka 

0.5 

95 

Restore Magicka 100 

i I Potion of Extreme 
' — 1 M&gfcka 

0.5 

148 

Restore Magicka 1 50 

■ 1 Potion of Ultimate n r 

— : Magicka 

150 

Restore Magicka Full ~ 

□ 

Potion of Minor Stamina 

0.5 

20 

Restore Stamina 25 

□ 

Potion of Stamina 

0.5 

44 

Restore Stamina 50 

1 1 Potion of Plentiful 

1 — 1 Stamina 

0.5 

69 

Restore Stamina 75 

I Potion of Vigorous 

I I Stamina 

0.5 

95 

Restore Stamina 1 00 

| | Potion of Extreme 

1 — 1 Stamina 

0.5 

148 

Restore Stamina 1 50 

1 1 Potion of Ultimate n r 

1 — 1 Stamina ^ 

150 

Restore Stamina Full 

POISONS 

I Weak Poison 0.5 

58 

Damage Health 15 

Poison 0.5 

103 

Damage Health 25 

Potent Poison 

0.5 

149 

Damage Health 35 

Virulent Poison 

0.5 

221 

Damage Health 50 

Deadly Poison 0.5 

296 

Damage Health 65 

Weak Lingering Poison 

0.5 

12 

Damage Health 1/s, 10s 

Lingering Poison 0.5 

18 

Damage Health 1/s, 15s 

] Potent Lingering Poison 0.5 

40 

Damage Health 2/s, 15s 

^ Malign Lingering Poison 0.5 

55 

Damage Health 2/s, 20s 

Deadly Lingering Poison , 0.5 

86 

Damage Health 3/s, 20s 


D 

POTION name 

TH9I3M 

LLJ 

g; 

EFFECT 

□ 

Weak Magicka Poison 

0.5 

92 

Damage Magicka 30 

□ 

Magicka Poison 

0.5 

162 

Damage Magicka 50 

□ 

□ 

Potent Magicka Poison 
Malign Magicka Poison 

0.5 

0.5 

235 

348 

Damage Magicka 70 
Damage Magicka 100 

□ 

□ 

Deadly Magicka Poison 

Lingering Magicka 

Poison 

0.5 

0.5 

465 

10 

Damage Magicka 130 

Damage Magicka 
ll/s, IQs 

□ 

Enduring Magicka 

Poison 

0.5 

15 

Damage Magicka 

1/s, 15s 

Lasting Magicka Poison 

0.5 

33 

Damage Magicka 

2A15s 

Persisting Magicka 

1 — 1 Poison 

0.5 

45 

Damage Magicka 

2/s, 20s 

□ 

Unceasing Magicka 

Poison 

0.5 

71 

Damage Magicka 

3/s, 20s 

□ 

Weak Recovery Poison 

0.5 

79 

-100% Magicka Regen, 

10s 

□ 

Magicka Recovery 

Poison 

0.5 

169 

-1 00% Magicka Regen, 

20s 

Potent Recovery Poison 0.5 

265 

-100% Magicka Regen, 

30s 

Malign Recovery Poison 

0.5 

414 

-1 00% Magicka Regen, 

45s 

31 Deadly Recovery Poison 0.5 

568 

-100% Magicka Regen, 

60s 

□ 

Weak Stamina Poison 0.5 

75 

Damaga Stamina 30 

□ 

Stamina Poison 0.5 

133 

Damage Stamina 50 

□ 

Potent Stamina Poison 

0.5 

192 

Damage Stamina 70 

□ 

Virulent Stamina Poison 

0.5 

285 

Damage Stamina 100 

□ 

Deadly Stamina Poison 

0.5 

380 

Damage Stamina 130 

Lingering Stamina 

1 — 1 Poison 

0.5 

h 

Damage Stamina 

1/s, 30s 

3 Enduring Stamina Poison 

0.5 

12 

Damage Stamina 

2/s, 30s 

3 Lasting Stamina Poison 

0.5 

20 

Damage Stamina 

3/s, 30s 

1 1 Persisting Stamina 

1 — 1 Poison 

0.5 

27 

Damage Stamina 

4/s, 30s 

| | Unceasing Stamina n r 

1 — 1 Poison u - 5 

35 

Damage Stamina 

SA 30s 

’ Weak Vigor Poison 

0.5 

74 

-1 00% Stamina Regen, 

15s 

3 Vigor Poison 

0.5 

159 

-1 00% Stamina Regen, 

30s 

3 Potent Vigor Poison 

0.5 

248 

-100% Stamina Regen, 

45s 

3 Malign Vigor Poison 

0.5 

341 

-100% Stamina Regen, 

60s 

□ 

Weak Fear Poison 

0.5 

98 

Fear (up to Lv5), 30s 

□ 

Fear Poison 0.5 

164 

Fear (up to Lv8), 30s 

□ 

Potent Fear Poison 

0.5 

281 

Fear (up to Lvl 3), 30s 

□ 

Virulent Fear Poison 0.5 

402 

Fear (up to Lvl 8), 30s 

□ 

Deadly Fear Poison 

0.5 

526 

Fear (up to Lv23), 30s 

□ 

Weak Frenzy Poison 0.5 

88 

Frenzy (up to Lv5), 1 0s 

□ 

Frenzy Poison 

0.5 

147 

Frenzy (up to Lv8), 10s 

□ 

Potent Frenzy Poison 

0.5 

252 

Frenzy (up to Lvl 3), 10s 

□ 

Virulent Frenzy Poison 

0.5 

360 

Frenzy (up to Lvl 8), 10s 

n 

Deadly Frenzy Poison 

0.5 

472 

Frenzy (up to Lv23), 1 0s 

n 

Weak Paralysis Poison 

0.5 

132 

Paralysis, 3s 

□ 

Paralysis Poison 

0.5 

233 

Paralysis, 5s 

□ 

Potent Paralysis Poison 

0.5 

337 

Paralysis, 7s 

□ 

Virulent Paralysis Poison 

0.5 

500 

Paralysis, 1 0s 

□ 

Deadly Paralysis Poison 

0.5 

781 

Paralysis, 1 5s 


Q POTION NAME 

WEIGHT 

U-l 

1 

EFFECT 

~^\ Weak Aversion to Fire 

0.5 

116 

-40% Fire Resistance, 

30s 

Aversion to Fire 

0.5 

164 

-55% Fire Resistance, 

30s 

~^\ Potent Aversion to Fire 

0.5 

215 

-70% Fire Resistance, 

30s 

Malign Aversion to Fire 

0.5 

266 

-85% Fire Resistance, 

30s 

~^\ Deadly Aversion to Fire 

0.5 

318 

-100% Fire Resistance, 

30s 

~^\ Weak Aversion to Frost 

0.5 

96 

-40% Frost Resistance, 

30s 

~^\ Aversion to Frost 

0.5 

137 

-55% Frost Resistance, 

30s 

Potent Aversion to Frost 

0.5 

179 

-70% Frost Resistance, 

30s 

Malign Aversion to Frost 

0.5 

221 

-85% Frost Resistance, 

30s 

Deadly Aversion to Frost 

0.5 

265 

-1 00% Frost Resistance, 
30s 

~^\ Weak Aversion to Magic 

0.5 

193 

-40% Magic Resistance, 
30s 

3 Aversion to Magic 

0.5 

274 

-55% Magic Resistance, 
30s 

3 Potent Aversion to Magic 

0.5 

358 

-70% Magic Resistance, 

30s 

1 1 Malign Aversion to 

1 — ' Magic 

0.5 

443 

-85% Magic Resistance, 
30s 

Deadly Aversion to 

1 — 1 Magic 

0.5 

530 

-100% Magic Resistance, 
30s 

3 Weak Aversion to Shock 

0.5 

135 

-40% Shock Resistance, 
30s 

3 Aversion to Shock 

0.5 

192 

-55% Shock Resistance, 
30s 

3 Potent Aversion to Shock 

0.5 

250 

-70% Shock Resistance, 
30s 

1 1 Malign Aversion to 

LJ Shock 

0,5 

310 

-85% Shock Resistance, 
30s 

1 1 Deadly Aversion to 

1 — 1 Shock 

0.5 

371 

-1 00% Shock Resistance, 
30s 

3 Frostbite Venom 

0.5 

21 

Damage Health 5/s, 
Damage Magicka 

5/s, 4s 

THIEVES’ GUILD COMPOUND POTIONS 

3 Potion of Conflict 

0.5 

115 

+10 Light Armor, +15% 
One-Handed Damage, 

60s 

3 Draught of Conflict 

0.5 

166 

+15 Light Armor, +20% 
One-Handed Domage, 

60s 

| Philter of Conflict 

0.5 

219 

+20 Light Armor, +25% 
One-Handed Damage, 

60s 

3 Elixir of Conflict 

0.5 

330 

+30 LightArmor, +35% 
One-Handed Damage, 

60s 

3 Grand Elixir of Conflict 

0.5 

443 

+40 LightArmor, +45% 
One-Handed Damage, 

60s 

3 Prime Elixir of Conflict 

0.5 

559 

+50 Light Armor, +55% 
One-Handed Damage, 

60s 

3 Potion of Escape 

0.5 

351 

Invisibility 30s, Restore 
Health 25 

3 Draught of Escape 

0.5 

495 

Invisibility 40s, Restore 
Health 50 


□ Philter of Escape 0.5 580 ^ 45$ ' ReS,0re 

□ ElixirofEscape 0.5 655 j^ 50 ^ 

□ GrandElixirof Escape 0.5 753 Restore 


TRANING 


THE INVENTORY 


OTHER ITEMS 

THE BESTIARY QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




Q 

POTION name 

WEIGHT 

= 

EFFECT 

□ 

Prime Efim of Escape 

0.5 

340 

Inability 60s, Restore 
Heolth 150 

□ 

Potion of Keenshot 

0.5 

74 

+15% Bow Damage, 

+5% Stamina Regen, 

60s 

□ 

Draught of Keensfat 

0.5 

102 

+20% Bow Damage, 

+7% Stamina Regen, 

60s 

□ 

Philter of Keenshot 

0.5 

131 

+25% flow Damage, 

+9% Stamina Regen, 

AOs 

□ 

Elixir of Keenshor 

0.5 

161 

+30% flow Damage, 

+11% Stomino Regen, 

AOs 

□ 

Grand Elixir of Keenshot 

0.5 

191 

+35% Bow Damage, 

+15% Stamina Regen, 

AOs 

□ 

Prime Elixir of Keenshat 

0.5 

221 

+40% Sow Damage, 

+15% Stamina Regen, 

60s 

□ 

Potion of Larceny 

0.5 

140 

+1 5% Lockpicking, 

+15% Pickpocket 


Ei POTION NAME 

WEIGHT 

VALUE 

EFFECT 

3 Draught of Larceny 

0.5 

192 

+20% IMpicking, 

+20% Pickpocket 

3 Philter of Larceny 

0.5 

24A 

+25% Lodtpkking, 

+25% Pickpocket 

3 Elixir of Larceny 

0.5 

302 

+30% Lockpicking, 

+30% Pickpocket 

3 Grand Elixir of Larceny 

0.5 

35fl 

+35% Lockpicking, 

+35% Pickpocket 

3 Prime Elixir of Larceny 

0.5 

414 

+40% Lockpicking, 

+40% Pickpocket 

3 Potion of Plunder 

0.5 

511 

+20 Carry Weight, +20 
Max Stamina, 5m 

3 Drought of Plunder 

0.5 

m 

+30 Corn/ Weight, +30 
Max Stamina, 5m 

3 Philter of Plunder 

0.5 

1096 

+40 Carry Weight, +40 
Mox Stamina, 5m 

3 ^ Plunder 

0.5 

1402 

+50 Carry Weight, +50 
Max Stamina, 5m 

| | Grand Elixir of Plunder 

0.5 

1713 

+60 Carry Weight, +60 
Max Stamina, 5 m 

3 Prime Elixir of Plunder 

0.5 

2029 

+70 Carry Weight, +70 
Max Stamina, 5m 


H POTION NAME 

WEIGHT 

i— i_i 

EFFECT 

QUEST POTIONS 

3 Lotus Extract 

0.5 

86 

Damage Health 6/s, 10s 

3 Ice Wraffti Bone 

0.5 

221 

Damage Health 50 

3 Nightshade Extort 

0.5 

12 

Damage Health 1, 10s 

3 Sleeping Tree Sop 

0.5 

100 

+100 Max Health, Slow 
25%, 45s 

3 Esbern's Potion 

0.5 

250 

Dragons do 25% less 
damage. 

Vaermina’s Torpor 

0.5 

0 

Enter the dreams of those 
around you. 

3 The White Phial (Full) 

0.5 

341 

Varies by effect. 

Philter of the Phantom 

0.5 

50 

Look like a ghost for 30s. 

3 Fainter Blood Elixir 

0.5 

1 

Restore Health 1 

3 Velvet LeChance 

0.5 

5 

Restore Stamina 25 

3 White-Gold Tower 

0.5 

* 

Restore Stamina 25 

| Cliff Racer 

0.5 

5 

Restore Stamina 25 


j^> Table XIV: Other Items 

This section lists all of the other major items you can find in Skyrim. 


ESI name 

i 

s 

UJ 

CO) 

u 

EFFECT 

SCROLLS 

While these scrolls are the most common, you may occasionally find a scroll that casts a lesser spell. 

! Scroll of Bane of the Undead 

0.5 

500 

Bane of the Undead 

3 Scroll of Blizzard 

0.5 

500 

Blizzard 

3 Scroll of Call to Arms 

0.5 500 

Call to Arms 

11 Scroll of Dead Thrall 

0.S 

500 

Dead Thrall 

3 Scroll of Dragonhide 

0.5 

250 

Dragonhide 

3 ; Scroll of Fire Storm 

0.5 

500 

Firestorm 

3 Scroll of Flame Thrall 

0.5 

500 

Flame Thrall 

« 

3 Scroll of Frost Thrall 

0.5 

500 

Frost Thrall 

j Scroll of Guardian Circle 

0.5 

250 

Guardian Circle 

3 Scroll of Harmony 

0.5 

500 

Harmony 

3 Scroll of Hysteria 

0.5 

500 

Hysteria 



0.5 500 Mass Paralysis 


□ Scroll of Moyfiem 0.5 500 Mayhem 

3 Scroll oF Storm Thrall 0.5 500 Storm Thrall 

□ Sholidor's Insights: Alteration* 0.5 50 [^Mteration spells cost 50% less and lost 100% 

□ Sholidor's Insights: Conjuration* - 0.5 50 jJJ- Co "' u,ation cost 50% less and last 100% 

□ Sholidor's Insights: Destruction* 0.5 50 Destruction spellscost50%less and last 1 00% 

| | Sholidor's Insights: Illusion* 

| | Sholidor's Insights: Magicka* 

□ Sholidor's Insights: Restoration* 0.5 50 j^' R est°rotion spells cost 50% less and last 100^ 

*Note: Reward for College of Winterhold quest Sholidor's Insight. 

□ J'zargo’s Flame Cloak Scroll 0.5 100 Flame Cloak, explodes rrear undead. 

Note: Questitem for College of Winterhold quest J'zargo's Experiment. 


n r rn For 2m, Illusion spells cost 50% less and last 100% 
U - b bU longer. 

n r rn For 2m, +1 00 Magicka and +1 00% Magicka 

Regeneration. 



INGOTS 


Iran Ingot 

1 7 


Steel Ingot 

I 20 


Owarven Metal Ingot 

1 30 


Corundum Ingot 

1 40 


Orichclcum Ingot 

1 45 


Silver Ingot 

1 SO 


Quicksilver Ingot 

1 60 


Refined Moonstone 

1 75 


Gold Ingot 

1 100 


Refined Malachite 

1 100 


Ebony Ingot 

1 150 


SBBil 

^E5i NAME 

£ 

CD 

l_l_! 

■ ‘-4 

ORE 

GEMS 



|, Iron Ore 

1 

1 2 

| | Garnet 

0.1 

100 

| Corundum Ore 

1 

20 

3 Amethyst 

0.1 

120 

3 Orichalcum Ore 

1 

20 ; 

3 Flawless Garnet 

0.1 

150 

| Quicksilver Ore 

1 

25 

3 Flawless Amethyst 

0.1 

180 

[ Silver Ore 

1 

25 ; 

3 Ruby 

0.1 

200 

3] Malachite Ore 

1 30 

3 Flawless Ruby 

0.1 

350 

| Moonstone Ore 

> 

30 

3 Sapphire 

0.1 

400 

| Gold Ore 

1 50 

3 Flawless Sapphire 

0.1 

500 

3 Ebony Ore 

1 1 

60 

3 Emerald 

0.1 ! 

600 


Flawless Emerald 

0.1 750 

3 Diamond 

0.1 800 

| Flowfess Diamond 

0.1 1000 


- 

w ^ 


The Suder Scrolls V 


SKYRIM 




iili) 


THE INVENTORY 










El NAME 

WEIGHT 

U 4 

—i 

LEATHER & HIDES 

, Leather 

2 

10 

_| Leather Strips 

0.1 

3 

^ Goat Hide 

1 

S 




Fox Pelt 

E3 

0.5 

$1 

^ Snow Fox Pelt 

0.5 

7 

Wolf Pelt 

1 

10 

Ice Wolf Pelt 

1 

15 



Deer Hide 

2 

10 

^ Cow Hide 

2 

10 

Horse Hide 

1 

15 

^ Bear Pelt 

3 

50 


El NAME 

5 

UJ 

UJ 

=3 

| Cave Bear Pelt 

3 


~^\ Sabre Cat Pelt 

2 

25 

]] Sabre Cat Snow Pelt 

2 

40 

Snow Bear Pelt 3 

75 





i— i— ■ 


NAME 

eg 

by 

3 EFFECT 


FOOD 


| | Alto Wine 

0.5 

12 

Restore Stamina 1 5 

^ Apple Cabbage Stew 

0.5 

8 

Restore Health 10, 

Restore Stamina 1 5 

~^\ Apple Pie 

0.5 

5 

Restore Health 10 

^ Baked Potatoes 

0.1 

2 

Restore Health 5 

Beef Stew 

0.5 

8 

+25 Max 

Stamina/1 2m, 

Regenerate Stamina 

2/s for 12m 

~^\ Black-Briar Mead 

0.2 

25 

Restore Stamina 20 

Black-Briar Reserve 

0.5 

100 

Restore Stamina 30 

Boiled Creme Treat 

0.5 

4 

Restore Health 10 

| Bread 

0.2 

2 

Restore Health 2 

Bread 

0.2 

2 

Restore Health 2 

Cabbage 

0.25 

2 

Restore Health 1 

Cabbage Potato Soup 

0.5 

5 

Restore Health 10, 

Restore Stamina 10 

_] Cabbage Soup 

0.5 

5 

Restore Health 10, 

Restore Stamina 1 0 

~^\ Carrot 

0.1 

1 

Restore Health 1 

1 | Charred Skeever Meat 

0.2 

4 

Restore Health 2 

Chicken Breast 

0.2 

3 

Restore Health 2 

J Clam Meat 

0.1 

1 : 

Restore Health 1 

^ Cooked Beef 

0.5 

5 

Restore Health 10 

~^\ Dog Meat 

0.2 

3 

Restore Health 2 

~^\ Eidar Cheese Wedge 

0.25 

5 

Restore Health 1 

Eidar Cheese Wheel 

2 

13 

Restore JHealth 1 5 

~^\ Elsweyr Fondue 

0.5 

5 

+100 Max 

Magicka/1 2m, +25% 
Magicka Regen/1 2m 



i— 



El NAME 

C_D 

UJ 

3= 

VALUE 

EFFECT 

3 Goat Cheese Wedge 

0.25 

4 

Restore Health 1 

H Goat Cheese Wheel 

2 

10 

Restore Health 1 5 

~^\ Gourd 

0.2 

1 

Restore Health 1 

Green Apple 

0.1 

3 

Restore Health 2 

~^\ Grilled Chicken Breast 

0.2 

4 

Restore Health 5 

| | Grilled leeks 

0.1 

2 

Restore Health 6 

~^\ Homecooked Meal 

5 

1 

+25% Health, 

Magicka, and Stamina 
Regen/1 0m 

~^\ Honey 

0.1 

2 

Restore Health 2 

~^\ Honey Nut Treat 

0.1 

2 

Restore Health 5 

~^\ Honningbrew Mead 

0.5 

20 

Restore Stamina 20 

]] Horker Loaf 

1 

4 

Restore Health 1 0 

~^\ Horker Meat 

1 

3 

Restore Health 1 

]] Horker Stew 

0.5 

8 

Restore Health 1 5, 
Restore Stamina 1 5, 
Regenerate Health 1/s 
/12m 

~^\ Horse Haunch 

2 

4 

Restore Health 1 0 

~^\ Horse Meat 

2 

3 

Restore Health 2 

Leek 

0.1 

1 

Restore Health 1 

]] Leg of Goat 

1 

3 

Restore Health 2 

~^\ Leg of Goat Roost 

\ 

4 

Restore Health 10 

Long Taffy Treat 

0.1 

3 

Restore Health 10 

~^\ Mammoth Cheese Bowl 

0.5 

3 

Restore Health 10 

Mammoth Snout 

3 

6 

Restore Health 5 

~^\ Mammoth Steak 

2 

8 

Restore Health 1 0 

Nord Mead 

0.5 

5 

Restore Stamina 1 5 


Q 

NAME 

WEIGHT 

VALUE 

EFFECT 

Pheasant Breast 

0.2 

3 

Restore Health 2 

Pheasant Roast 

0.2 

4 

Restore Health 5 

~^\ Potato 

0.1 1 

Restore Health 1 

Rabbit Haunch 

0.1 

3 

Restore Health 5 

^ Raw Beef 

0.2 

4 

Restore Health 2 

Raw Rabbit Leg 

0.1 

2 

Restore Health 2 

^ Red Apple 

0.1 

3 

Restore Health 2 

~^\ Salmon Meat 

0.1 

3 

Restore Health 2 

^ Salmon Steak 

0.1 

4 

Restore Health 5 

Seared Slaughterfish 

0.1 

5 

Restore Health 5 

^ Sliced Eidar Cheese 

2 

10 

Restore Health 15 

□ 

Sliced Goat Cheese 

2 

8 

Restore Health 1 5 

□ 

Spiced Wine 

0.5 

7 

Restore Stamina 25 

□ 

Sweet Roll 

0.1 

2 

Restore Health 5 

□ 

Tomato 

0.1 

4 

Restore Health 1 

□ 

Tomato Soup 

0.5 

5 

Restore Health 10, 

Restore Stamina 1 0 

□ 

Vegetable Soup 

0.5 

5 

Regenerate Health 

1 /1 2m, Regenerate 
Stamina 1 /12m 

□ 

Venison 

2 

4 

Restore Health 2 

^ Venison Chop 

2 

5 

Restore Health 5 

Venison Stew 

0.5 

8 

Restore Stamina 1 5, 
Regenerate Health 

1/1 2m, Regenerate 
Stamina 1/1 2m 

| Wine 

0.5 

7 

Restore Stamina 1 5 




DRAGON CLAWS 

□ [10.05] 

Skuldafn 

Diamond Claw 

Fox, Moth, Dragon 

1000 

□ [2.04] 

Dead Men's Respite 

Ruby Dragon Claw 

Wolf, Hawk, Wolf 

400 

J [2.08] 

Folgunthur 

Ivory Dragon Claw 

Hawk, Hawk, Dragon 

200 

□ [3.22] 

Korvanjund 

Ebony Claw 

Fox, Moth, Dragon 

800 

□ 14.30] 

Yngol Barrow 

Coral Dragon Claw 

Snake, Wolf, Moth 

150 

□ [539] 

Reachwater Rock 

Emerald Dragon Claw 

Bear, Whale, Snake 

600 

2 [5.42] 

Valthume 

Iron Claw 

Dragon, Hawk, Wolf 

75 

□ [838] 

Bleak Falls Barrow 

Golden Claw 

Bear, Moth, Owl 

100 


IBIZONE# closest location 

NAME 

GLYPH SEQUENCE VALUE 

2 [9.01] Irasleod 

Sapphire Dragon Claw 

Moth, Owl, Wolf 500 

2 [9.45! Forelhost 

Gloss Claw 

Fox, Owl, Snake 700 

CAPTURED CRITTERS 

~^\ [3.19] Duskglow Crevice 

Moth in a Jar 

t l 

U [4.06] Frostflow Lighthouse 

Torchbug in a Jar 

1 1 

]] [5,38] Dushnikh Yal 

Dragonfly in a Jar 

1 1 

[9.09] Alchemist's Shack 

Butterfly in a Jar 

1 1 

[9.29] Goldenglow Estate 

Bee in a Jar 

1 1 



El NAME 

WEIGHT 

VALUE 

CLUTTER 

Many items have variants with different weights 

and values than rtirae listed below. 

j Brake! 

0.5 1 

Bellows 

1 1 

Bent Dwemer Scrap Metal 

2 15 



1 

B 

] Bloody Rogs 

1 

l 

n ^ 

0.5 

5 

]] Broken Iron Mace Handle 

5 

5 

Broken Iron Moce Head 

8 

5 

^ Broken Iron Sword Blade 

6 

5 


El NAME 

55 

i— i_i 

UJ 

u 

_j Broken bn Sword Handle 

3 

5 

_| Broken Iron War Axe Handle 

5 

5 

Broken Iron War Axe Head 

6 

5 

| | Broken Steel Battle Axe 

' — 1 Handle 

9 

10 


OTHER ITEMS 



J Broken Steel Battle Axe Head 12 10 


□ Broken Steel Grealsword 
Blade 

□ BrokenSteel Greatsword 
Handle 


# THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


TRANING 


QUESTS 


APPENDICES AND INDEX 












Qname 

WEIGHT 


Broken Steel Sword tafe 

b 

10 

]] Broken Steel Sword Handle 

4 

10 

□ 

Broken. Steel Worhommer 
Handle 

10 

10 

□ 

Broken Sled Worhormtier 

Head 

IS 

10 


Broom 

I 

] 


Bucket 

as 

1 

1 1 


Burned Bock 

2 

0 . 


Candestid 

1 

25 


Candlestick 

1 

25 


Cast Iron Pot 

6 

8 


Charcoal 

0.5 

2 


Chourus Cfortin 

4 

50 


I Clothes Iron 

3 

7 


Cup 

0.5 

5 


Dragon Bone 

15 

500 


Dragon Scales 

10 

250 


Drum 

4 

10 


Dwemer Cup 

0.5 

6 


Dwemer Dish 

0,5 

8 


Dwemer Gear 

2 

15 


Dwemer Gyro 

2 

~T5~1 


Dwemer Lever 

2 

15 


Dwemer Pan 

0.5 

8 


Dwemer Pan 

3 

10 


j Dwemer Plate 

1 

8 


Dwemer Scrop Metal 

2 

15 


Embalming Tool 

0.5 

3 


Empty Wine Bottle 

0.5 

1 


Firewood 

5 

5 


Flagon 

0.5 

1 


Flower Basket 

1 

5 i 

□ 

Flute 

2 

25 

I 

Goblet 

0.5 

5 ! 


Hammer 

3 

1 

□ 

Horker Tusk 

1 

15 | 


Imperial War Horn 

' S 

70 


Inkwell 

0.3 

1 


Jog 

2 

10 


Kettle 

2 

4 


Knife 

0.5 

6 


Lantern 

? 

1 

□ 

Large Decorative Dwemer 

1 Strut 

15 

! 

10 


Large Dwemer Plate Metal 

? 

^ i 


Large Dwemer Strut 

20 

15 


Linen Wrap 

3 

2 


Lockpick 

0 

2 


Lute 

4 

25 


Mammoth Tusk 

5 

150 


Nord War Horn 

i s 

70 


Pitchfork 

4 

1 


Pitchfork 

< 

1 

Z 

Plate 

0.5 




100 



Tre BlderBcroils V 

SKY RIM 


<Q 





larrin Root 

0.5 

100 


Heart of Winter 

0.5 

100 


Torture Tools 

2 

15 


Empty Skooma Bottle 

0.5 

0 


Habd's Remains 

1 

0 

— 

Balwen’s Ornamental Ring 

3 

0 

1 

Katarina's Ornamental Ring 

3 

0 

= 

Pithi's Ornamental Ring 

3 

0 


Treats Ornamental Ring 

3 

0 


Sack's Skull Key 

0.3 

100 


Torstens Ski Key 

0.3 

TOO 


Iron Claw 

0.5 

75 


Opaque Vessel 

0 

0 


Strange Gem 

0.5 

0 


Ancient Traveler's Skull 

5 

0 


Dwemer Bowl 

2 

20 


Centurion Dynamo Core 

4 

131 


Dwemer Cog 

10 

5 


Ysgramor's Soup Spoon 

0.5 

3 


Spiced Beef 

0.5 

4 


Stros M'Kai Rum 

0.5 

12 


Sapphire Dragon Claw 

0.5 

500 


Klimmek's Supplies 

0 

0 


Mark of Dibella 

0.5 

0 


Wylandriah's Spoon 

0 

0 


Quicksilver Ore 

1 

25 


Black-Briar Mead Keg 

20 

0 | 


Sylgja's Satchel 

0 

0 


Vetner's Satchel 

0 

0 


Burial Urn 

T 

0 


Firebrand Wine 

0.5 

137 


Kordir's Skooma 

0.5 

20 


Dragon's Breath Mead 

0.5 

5 


Quill of Gemination 

0.1 

150 


Sealed Scroll 

0.5 

0 


Stallion's Potion 

0.5 

341 


Focusing Crystal 1 

10 


Tore of Labyrinthian 

1 

10 


Tolftfir's Alembic 

2 

0 


Petty Soul Gem 

0.5 

0 


Warped Soul Gem 

0.5 

0 


Dragon Heartscales 

10 

250 


Mead with Juniper Berry 

0.5 

5 


Dragonstone 

25 

0 


Hern of Jurgen Windcaller 

4 

0 


Map of Dragon Burials 

0 

0 


Cdavkin Brandy 

0.5 

100 


Lexicon 

0 

0 


Potema's Skull 

0 

0 


Briar Heart 

1 

0 


Mommofo Tusk Powder 

0.5 

0 


Nurelion's Mixture 

5 

15 


Unmelting Snow 

1 

0 




The White Phial (Empty) 

0.5 

0 


Cracked White Phial 

0.5 

0 


Golden Claw 

0.5 

100 


Michaela's Flagon 

0.5 | 

1 


Jessica’s Wine 

0.5 

12 


Sigil Stone 

0 

0 


Skooma 

0.5 

20 


Tnrygg's War Horn 

5 

0 


Package for Grelka 

2 

0 


Package for Verner 

2 

0 


Dibella Statue 

2 

100 


Statue of Dibella 

3 

100 


Eldergleam Sap 

1 

0 


Eldergleam Sapling 

1 

0 


Honey Jar 

1 

0 


Pest Poison 

0.5 

0 


Firebrand Wine Case 

6 

0 


Calcelmo's Stone Rubbing 

0.5 

0 


Mercer's Plans 

0.5 

0 


Skeleton Key 

0,5 

0 


Coinpurse 

0 

0 


Crown of Barenziah 

0 

0 


Barenziahs Crown 

0 

0 


5 Unusual Gem 

0.5 

200 


Satchel of Moon Sugar 

0 

0 


Queen Bee Statue 

0 

0 


Honningbrew Decanter 

0 

0 

_ 

| East Empire Shipping Map 

0 



Model Ship 

0 

0 


Dwemer Puzzle Cube 

0 

1 0 


Bust of the Gray Fox 

0 

0 


Right Eye of the Falmer 

5 

2500 


Left Eye of the Falmer 

5 

2500 


Jeweled Candlestick 

0 

a 


Ornate Drinking Horn 

0 

0 


i Jeweled Flagon 

0 

a 


Jeweled Goblet 

0 

0 


Golden Urn 

0 

0 


Jeweled Pitcher 

0 

0 


Golden Ship Model 

0 

0 


Silver Candlestick 

1 

75 


Curious Silver Mold 

1 

250 


Balmora Blue 

0.5 

67 


Cyradilic Brandy 

0.5 

150 


Double-Distilled Skooma 

0.5 

44 


Gifdertpen Sapling 

8 

0 


Fragment of Wuuthrad 

2 

0 


Pantea's FTufe 

2 

25 


Rjorn's Drum 

4 

10 


Finn's Lute 

4 

25 


THE INVENTORY 

I'M zm QiLliJI 








THE BESTIARY OF SKYRIM 

The wild and untamed lands of Skyrim are teeming with adversaries, from the wretched to the powerful, and the monstrous to the meek. This chapter 
presents them alphabetized by type, so you can identify the foes you're about to engage in battle. This allows you to identify weaknesses that you can 
exploit, bolster your defenses against the spells and abilities your enemies will use, and know what kind of loot to expect. Heed the following notes before 
exploring the Bestiary in detail. 


® MINOR SPOILERS 


BESTIARY ADVICE 


£> Enemies 

Enemies that are members of one the ten races that you can choose from have all the benefits of their race (which you can 
read about at the start of the Training Chapter) in addition to any statistics indicated in the Bestiary below. 

For example: a High Elf Warlock has a higher Magicka than indicated due to their Highborn Magicka racial ability. A 
Breton Warlock will be more resistant to spells because of their Magic Resistance ability. A Nord Warlock will shrug off frost 
spells (Frost Resistance), while a Dark Elf Warlock will be more resistant to fire (Eire Resistance). 

As your level increases, the difficulty of the enemies you encounter will typically increase in stages. This is most visible when 
you read the name of your adversaries, which usually indicates their level. For example, a 'Novice Necromancer' (Level 1 ) 
is noticeably weaker than an 'Apprentice Necromancer' (Level 6) or a 'Master Necromancer' (Level 36). 

A few characters (such as your followers) work differently: their level will gradually increase as your level does, though 
possibly at a slower rate. 

Ordinary Citizens of Skyrim and unique enemies for particular Quests are not listed in this section. The vast majority of 
unique enemies borrow their statistics from a related creature that is on the chart, perhaps with a slight change to their 
weapons, armor, or spells. 

For example, all of the Civil War Military Camps have a commander with a unique name. However, these are simply 
named versions of the "Imperial Legate" or "Stormcloak Commander" characters in the Bestiary. 

8> Items and Spells 

Italics indicate that an item carried by an enemy is leveled. The higheryour level, the higher the quality of the item 
the creature may have (though lower-quality items will still continue to appear). 

(Parenthesis) indicate that an item may or may not be present; there is a random chance per creature. 

A / Slash indicates that one of the items will be present, while the others will not. 

[Brackets] indicate that the version of the item carried by the creature cannot be looted from their body. For 
example, most Draugr armor can't be taken from Draugr corpses. 


THE BESTIARY CHART LEGEND 

COLUMN 

NOTES 

Name 

Name of the creature as it appears on-screen when 
you encounter it. 

Subtype 

Not visible in game, this field provides a title or 
description to help to help identify the creature if the 
name isn't sufficient on its own. 

Lv 

Level of the creature. This roughly suggests the level 
at which you should be able to reasonably defeat it. 
Depending on your particular mix of Skills and Perks, 
your actual experience may vary.* 

Health 

The creature's base Health. 

Magicka 

The creature's base Magicka. 

Stamina 

The creature's base Stamina. 

Weapons 

The weapon (s) the creature possesses. 

Armor 

he armor the creature wears. 

Items 

Any loose items the creature carries. 

Spells 

The creature's list of spells or spell-like special abilities* 

Notes 

Any special properties, such as elemental weaknesses 
or resistances that may affect how you choose to fight 
the creature. 


NOTE * If a Level number is starred (for 
example, "30*"), this creature is 
ane thot levels with you: As your level and statistics 
increase, so will its level and statistics. The values 
in the table represent the creature's stats for the 
indicated level, which is often the creature's lowest 
passible level. 


Many creatures are also listed as having some kind of general Loot Items (for example, Draugr Loot). These are 
typically random collections of small items (food, ingredients, etc.) that the entity may be carrying; they may have none, 
one, or several of these items on them when killed. For each creature type, a brief summary of the kinds of items they're 
likely to be carrying is provided. 

3> Afflicted 


NOTE A Nate on Ghosts 

All ghosts use the statistics, spells, 
and abilities of their original forms (often Bandits or 
Draugr). They disintegrate into Edopfasm when killed. 


The Afflicted of Peryite have a damaging Vile Vapor ability in addition to their normal attacks. 


AFFLICTED 

-ARCHERS 








NAME 

SUBTYPE 

-3 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

Afflicted 

Archer 

1 

30 

25 

70 

Bow, Arrows 

Clothes, Gloves, Hat, Boots 

(Lockpidc), (Grid) 

Vile Vapor 

Afflicted 

Archer 

5 

74 

25 

86 

Bow, Arrows, Iron Dagger 

Clothes, Gloves, Hat, Boots 

(Lockpick), (Grid) 

Vile Vapor 

Afflicted 

Archer 

9 

Tib 

25 

102 

Bow, Arrows, Steel Dagger 

Clothes, Gloves, Hot, Boots 

(Lockpick), (Gold) 

VileVopor 

Afflicted 

Archer 

14 

173 

25 

122 

Bow, Arrows, Steel Dagger 

Clothes, Gloves, Hat, Boots 

(lockpick), (Gold) 

Vile Vapor 

Afflicted 

Archer 

19 

223 

25 

142 

Bow, Arrows, Steel Dagger 

i Clothes, Gloves, Hat, Boots 

. V. • . (Gold) 

Vile Vapor 

Afflicted 

Archer 

24 

283 

25 

162 

Bow, Arrows, Steel Dogger 

Clothes, Gloves, Hat, Boots 

(Lockpick), (Gold) 

Vile Vapor 



<£T 


BESTIARY ADVICE . AFFLICTED 

QUESTS 


7 $>- 


101 


TRANING 


THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 








AFFLICTEI 

[1 -GUARDIANS 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

-=z 

1 

v-t 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

Afflicted 

Guardian 

t 

30 

25 

70 

1H Weapon 

(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Guardian 

5 

94 

25 

86 

1 H Weapon 

(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Guardian 

9 

118 

25 

102 

1H Weapon 

: (Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Guardian 

14 

173 

25 

122 

1 H Weapon 

(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Guardian 

19 

22fl 

25 

142 

1 H Weapon 

(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Guardian 

24 

283 

25 

162 

1 H Weapon 

(Heavy Cuirass / Light Cuirass / Clothes), Heavy Gauntlets, Heavy Boots, Heavy Helmet, Heavy Shield 

(Lockpick), (Gold) 

Vile Vapor 


AFFLICTED -MAGES 




Afflicted 

Afflicted 


30 TOO 70 iron Dagger 
66 124 70 


Mage Robes, Boots (Lockpick), (Gold) (Frostbite / Flames / Sparks), Healing, Oakflesh, Lesser Ward, Vile Vapor 


Afflicted 

Mage 

9 

102 

123 

70 

Steel Dagger 

Mage Robes, Boots 

(Lockpfck), (Gold) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesh, Steadfast Ward, Vile Vapor 

Afflicted 

Mage 

14 

147 

153 

70 

Dwarven Dagger, Iron Dagger 

Mage Robes, Boots 

(Lockpick), (Gold) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesh, Steadfast Ward, Vile Vapor 

Afflicted 

Mage 

' 19 

192 

183 

70 

Dwarven Dagger, Iron Dagger 

Mage Robes, Boots 

(Lockpick), (Gold) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Stoneflesli, Steadfast Ward, Vile Vapor 


AFFLICTED -WARRIORS 


NAME 

uu 

a_ 

E 

03 


l/l 




Afflicted 

Worrier 

[ 1 

30 

25 

70 

1 H Weapon 

(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield) 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Warrior 

5 

n 

25 

86 

1H Weapon 

(Light Cuirass /Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (LightHelmet), (Light Shield) 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Warrior 

9 

113 

25 

102 

1H Weapon 

(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield) 

(Lockpick), (Gold) 

Vile Vapor 

Afflicted 

Warrior 

14 

173 

25 

122 

1H Weapon 

(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield) 

(Lockpick), (Gold) 

ViPe Vapor 

Afflicted 

Warrior 1 

[ 19 

228 

25 

142 

1H Weapon, Orcish Dagger 

(Light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield) 

(Lockpick), (Gold) 

Vile Vcpcr 

Afflicted 

Warrior 

24 

283 

25 

162 

1 H Weapon, Orcish Dogger 

(light Cuirass / Heavy Cuirass / Clothes), Light Boots, Light Gauntlets, (Light Helmet), (Light Shield) 

(Lockpick), (Gold) 

Vile Vapor 


K> Alik'r 


ALIK'R -ARCHERS 

NAME 

h 

§ 

>. 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

Alik'r Warrior 

Archer 

1 

40 

25 

25 

Saw, hum. Iron Dogger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 


Alik'r Warrior 

Archer 

6 

85 

25 

45 

Bow, Arrows, Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 


Alik'r Warrior 

Archer 

14 

173 

25 

77 ' 

Bow, Arrows, Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 


Alik'r Warrior 

Archer 

24 

283 

25 

117 

Bow, Arrows, Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 


Alik'r Warrior 

Archer 

34 

393 

25 

157 

Bow, Arrows, Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 


Alik'r Warrior 

Archer 

44 

503 

25 

197 

Bow, Arrows, Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 



ALIK'R- BERSERKERS 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

-«a: 

i WEAPONS 

ARMOR 

ITEMS SPELLS 

Alik’r Warrior 

Berserker 

Ti 

40 25 

25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

Alik'r Warrior 

Berserker 

6 

85 25 

45 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

Alik'r Warrior 

Berserker 

14 

173 25 

77 Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

Alik'r Warrior 

Berserker 

24 

283 25 

117 Steel Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

Alik'r Warrior 

Berserker 

34 

393 25 

157 Orcish Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

Alik'r Warrior 

Berserker 

44 

503 25 

197 Orcish Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 




Alik'r (Berserker) 


ALIK'R -MAGES Alik'r (Mage) 


NAME 

SUBTYPE 

LV 

| 1 1 WEAPONS 

-SC 

£ v-1 

ARMOR 

ITEMS 

SPELLS 

Alik'r Worrier 

Mage 1 

40 25 25 lion Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Frostbite, Flames, Shock), Healing, Lesser Ward 

Alik'r Warrior 

Mage 6 

75 55 25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Frostbite, Flames, Shock), Healing, Lesser Ward 

Alik'r Warrior 

Mage 1 4 

147 103 25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward 

Alik'r Warrior 

Mage 24 

237 163 25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward 

l Alik'r Warrior 

Mage 34 

327 223 25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward 

Alik'r Warrior 

Mage 44 

417 283 25 Iron Dagger 

Hammerfell Garb, Redguard Hood, Redguard Boots 

Gold, (Lockpick) 

(Ice Spike / Firebolt / Lightning Bolt), Fast Healing, Steadfast Ward 


10! 


& 

V7 


The gilder Scrolls V 


S I< Y R 1 




THE BESTIARY OF SKYR1M 













ALIK'R- WARRIORS 

NAME 


= S g 

5 s i WEAPONS 

ARMOR 

ITEMS § 


IS* 

__ ^ iS 

3= S un 


! 

is* 

AliVr Warrior 

Warrior 

1 40 25 25 Scimitar, Iron Dogger 

Hommerfell Gait, Redgunrd Hoad, Redgunrd Boots 

Gold, (Lockpick) 

Alik’r Warrior 

Warrior 

6 35 25 45 Scimitar, Iron Dagger 

Hommerfell Gnfb, Redgunrd Hoad, Redgunrd Boots 

Gold, (Lockpick) 

Alik’r Warrior 

Warrior 

14 173 25 77 Scimitar, Steel Dogger 

Hommerfell Garb, Redguarc Hood, Redguord Boots 

Gold, (Lockpick) 

Alrk'r Warrior 

Warrior 

24 2 S3 25 117 Scimitar, Steel Dagger 

Hammerfell Garb, Redguord Hood, Redguord Boots 

Gold, (Lockpick) 

AliVr Warrior 

Wonior 

34 393 25 157 Scimitar, Orcish Dagger 

Hommerfell Garb, Redgunrd Hood, Redguord Boots 

Gold, (Lodcpick) 

Alik’r Warrior 

Warrior 

44 503 25 197 Scimitar, Orcish Dogger 

Hommerfell Garb, Redguord Hood, Redguord Bools 

Gold, (lockpick) 


tj> Animals 



This list includes wild and domesticated animals that appear in only one or two forms. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring. 


DOMESTICATED ANIMALS 


NAME 

SUBTYPE 


HEALTH 

w 

CD 

5 

STAMINA 

WEAPONS 

ARMOR 

3 

m 

IS* 

SPELLS 

NOTES 

Chicken 


1 

5 

0 

25 

2 Dmg 

Chicken Breast 



Dog 


2 

21 

0 

24 

8 Dmg 

Dog Meat, (Minor Treasure) 



Cow 


3 

87 

L 0 1 

33 

10 Dmg 

Row Beef, Cow Hide, (Minor Treasure) 



Goat 


3 

22 

0 

8 

7 Dmg 

Goat Hide, Leg of Goat, (Minor Treasure) 

Resist Frost 50% 



Domesticated Animal (Dog) 



3 KOTES 


WILD PREDATORS 


Skeever 


I 1 

15 

0 

15 

5 Dmg 

Wolf 


2 

22 

0 

205 

5 Dmg 

ice Wolf 


6 

137 

0 

r-J 

Ln 

i_n 

20 Dmg 

Sabre (at 


6 

150 

0 

225 

35 Dmg 

Sabre Cat, Snowy 


11 

275 

0 

300 

45 Dmg 

Bear 


12 

260 

0 

225 

35 Dmg 

Bear, Cave 


16 

450 

0 

425 

30 Dmg 

Beer, Snow 


20 

550 

0 

400 

45 Dmg 

Mudcrab 


i i ; 

5 

0 

25 

5 Dmg 

Mudcrob 

Large 

2 

35 

0 

30 

20 Omg 

Mudcrab 

Giant 

3 

55 

I D 

35 

25 Dmg 

Stougbierfish 


1 35 

0 

25 

5 Dmg 

Horker 


3 

175 

0 

185 

15 Omg 

Ice Wraiths 


9 

193 

50 

227 

40 Dmg * Frost - 
7/5 for 3s 


Star Tail, (Minor Insure) 

Wolf Pelt, (Minor Treasure) 

j Ice Wolf Pelt, (Minor Treasure) 

Sabre Cat Pelt, (Sabre Cat Eyeball / Sabre Cat Tooth), (Minor Treasure) 

Sabre Cat Snow Pelt, (Sabre Cat Eyeball / Sabre Cat Tooth), (Minor Treasure) 
Bear Pelt, Bear Claws, (Minor Treasure) 

Bear Pelt, Bear Claws, (Minor Treasure) 

Bear Pelt, Bear Claws, (Minor Tr&asore) 

Mudcrab Chitin, ^Minor Treasure) 

Mudcrab Chitin, (Minor Treasure) 

2 Mudcrab Chitin, (Minor Treasure) 

Slaughterfish Scales, (Minor Treasure) 

Horker Meat, Horker Tusk, (Minor Treasure} 


Ice Wraith Teeth, Ice Wraith Essence 


Immune to Frost, Weak to Fire 25%, Waterwalking 


| ITEMS 


Rssisr Frast 50?. VVTM Predator (Snow BearJ 

Waterbrecthing 

Waterbreathing 

Waterbreathing 

Waterbreathing 


Resist Frost 50% 


Resist Frast 50% 





<$) AFFLICTED QALIK'RQ ANIMALS 

THE INVENTORY <§> THE BESTIARY 




103 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





I3> Bandits 

Bandits are among the most common threats in Skyrim, and include members of every race. 


BANDIT ARCHERS 


NAME 

SUBTYPE 


i 

£ 

V 

tD 

< 

s. 

WEAPONS 

ARMOR 

ITEMS 

SPELIS 

S310N 

Bandit 

Archer 

1 

35 

25 

70 

Bow, Arrows, Dagger 

Light Cuirass, Light Boots, (Light Gauntlets) 

(Gold) 



Bandit Outlaw 

Archer 

5 

109 

25 

86 

Bow, Arrows, Dagger 

Light Cuirass, Light Boots, (Light Gauntlets) 

(Gold) 



Bandit Thug 

Archer 

9 

238 

25 

107 

Bow, Arrows, Dagger 

Light Cuirass, Light Boots, (Light Gauntlets) 

(Gold) 



Bandit Highwayman 

Archer 

14 

318 

25 

122 

Bow, Arrows, Dagger 

LightCuirass, Light Boots, (Light Gauntlets) 

(Gold) 



| Bandit Plunderer 

Archer 

19 

398 

25 

172 

Bow, Arrows, Dagger 

Light Cuirass, Light Boots, (Light Gauntlets) 

Gold, (Lockpick) 



Bandit Morouder 

Archer 

25 

489 

25 

246 

Bow, Arrows, Dagger 

LightCuirass, Light Boots, (Light Gauntlets) 

Gold, (Lockpick) 




BANDIT BERSERKERS 

NAME 

— 

SUBTYPE 

W 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Bandit 

Berserker 1 

35 

25 

70 

2H Weapon 

Light Cuirass, Light Boots, (Light Gauntlets) 

(Gold), (Lockpick) 


Bandit Outlaw 

Berserker 5 

109 

25 

86 

2H Weapon 

Light Cuiross, Light Boots, (Light Gauntlets) 

(Gold), (Lockpick) 


Bandit Thug 

Berserker 9 

238 

25 

107 

2H Weapon 

Light Cuirass, Light Boots, (Light Gauntlets) 

(Gold), (Lockpick) 


Bondit Highwoymon 

Berserker 1 4 

318 

25 

122 

2H Weapon 

LightCuirass, Light Boots, (Light Gountlets) 

(Gold), (Lockpick) 

Bandit Plunderer 

Berserker 1 9 

398 

25 

172 

2H Weapon, Orcish Dagger 

Light Cuirass, Light Boots, (Light Gauntlets) 

Gold 

Bandit Marauder 

Berserker 25 

489 

25 

246 

2H Weapon, Orcish Dagger 

Light Cuiross, Light Boots, (Light Gountlets) 

Gold 



BANDIT GUARDIANS 




NAME 

UU 

s 

CD 

4^1 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

STBdS 

NOTES 

1 Bandit 

Guardian 

1 

35 

25 

70 

1 H Weapon 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

(Gold), (Lockpick) 



Bandit Outlaw 

Guardian 

5 

109 

25 

86 

1 H Weapon 

Heavy Cuiross, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

(Gold), (Lockpick) 



Bandit Thug 

Guardian 

9 

238 

25 

107 

1 H Weapon 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

(Gold), (Lockpick) 


Bandit Highwoymon 

Guordion 

14 

318 

25 

122 

1 H Weapon 

Heavy Cuiross, Heavy Boots, (Heavy Gountlets), Heavy Helmet, Shield 

(Gold), (Lockpick) 


Bandit Plunderer 

Guardian 

19 

398 

25 

172 

1 H Weapon, Orcish Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

Gold 


Bondit Marauder 

Guordion 

25 

489 

25 

246 

1 H Weapon, Orcish Dagger 

Heavy Cuiross, Heavy Boots, (Heavy Gountlets), Heavy Helmet, Shield 

Gold 



BANDIT WARRIORS -1H 


NAME 

SUBTYPE 

LV 

HEALTH 

w 

CD 

1 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Bandit 

1 H Warrior 

1 35 

25 

70 

1 H Weapon 

Light Cuirass, Light Boots, (Light Gauntlets), (Shield) 

(Gold) 


Bandit Outlaw 

1 H Warrior 

J 5 109; 

25 

86 

1 H Weapon 

Light Cuiross, Light Boots, (Light Gountlets), (Shield) 

(Gold) 


Bandit Thug 

1H Warrior 

9 238 

25 

107 

1 H Weapon 

Light Cuirass, Light Boots, (Light Gauntlets), (Shield) 

(Gold) 


Bandit Highwoymon 

1H Warrior 

14 318 

25 

122 

1H Weapon 

Light Cuiross, Light Boots, (Light Gauntlets), (Shield) 

(Gold) 


Bandit Plunderer 

1 H Warrior 

19 398 

25 

172 

1 H Weapon 

Light Cuirass, Light Boots, (Light Gauntlets), (Shield) 

Gold 


Bandit Morouder 

1 H Warrior 

25 489 

25 

246 

1 H Weapon 

Light Cuiross, Light Boots, (Light Gountlets), (Shield) 

Gold 




Bandit (Wizard) 


BANDIT WARRIORS -2H 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

Bandit 

2H Warrior 

1 

35 

25 

Bondit Outlaw 

2H Warrior 

5 

109 

25 

Bandit Thug 

2H Warrior 

9 

238 

25 

Bandit Highwayman 

2H Warrior 

14 

318 

25 

Bandit Plunderer 

2H Warrior 

19 

398 

25 

Bondit Morouder 

2H Warrior 

25 

489 

25 



70 2H Weapon Light Cuirass, Light Boots, (Light Gauntlets) 

86 2H Weapon LightCuirass, Light Boots, (Light Gauntlets) 

107 2H Weapon Light Cuirass, Light Boots, (Light Gauntlets) 

122 2H Weapon LightCuirass, Light Boots, (Light Gauntlets) 

172 2H Weapon, Orcish Dagger Jjght Cuirass, Light Boots, (Light Gauntlets) 

246 2H Weapon, Orcish Dagger LightCuirass, Light Boots, (Light Gauntlets) 



(Gold), (Lockpick) 
(Gold), (Lockpick) 
(Gold), (Lockpick) 
(Gold), (Lockpick) 
Gold, (Lockpick) 
Gold, (Lockpick) 



$ s 


The €frde'jSerol!5 V 


SKYRIM 


104 


THE BESTIARY OF SKYRIM 







BANDIT WIZARDS 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Bandit 

Wizard 

1 

35 

100 

50 

Iron Dagger 

Fur Armor, Boots 

(Gold) 

Healing, (Frostbite / Flames / Sparks), Oakflesh, Lesser Ward 


Bandit Outlaw 

Wizard 

5 

101 

124 

70 

Iron Dagger 

Fur Armor, Boots 

(Gold) 

Healing, (Frostbite / Flames / Sparks), Oakflesh, Lesser Ward 


Bandit Thug j 

Wizard 

9 

222 

173 

75 

Steel Dagger 

Fur Armor, Boots 

(Gold) 

Fast Healing, Stoneflesh, (Ice Spike, Firebolt, Lightning Bolt), Steadfast Ward 


Bandit Highwayman 

Wizard 

14 

292 

153 

70 

Dagger 

Fur Armor, Boots 

(Gold) 

Fast Healing, Stoneflesh, (Ice Spike, Firebolt, Lightning Bolt), Steadfast Ward 


Bandit Plunderer 

Wizard 

19 

362 

183 

70 

Dagger 

Fur Armor, Boots 

Gold, (Lotkpitk) 

Fast Healing, Stoneflesh, (Ice Storm / Fireball / Chain Lightning), (Ice Spike, Firebolt, Lightning Bolt), 

Steadfast Ward 


Bandit Marauder 

Wizard 

25 

441 

294 

150 

Dagger 

Fur Armor, Boots 

Gold, (Lockpick) 

Close Wounds, Fast Healing, Ironflesh, (Ice Storm / Fireball / Chain Lightning), (Ice Spike, Firebolt, Lightning 

Bolt), Steadfast Ward 


BANDIT CHIEFS- 1H 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

1 

<-n. 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

«_LJ 

o 

Bandit Chief 

1 H Warrior 

6 

155 

75 

95 

1H Weapon, Steel Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

Gold 



Bandit Chief 

1H Warrior 

10 

224 

25 

126 

1 H Wecpon, Steel Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

Gold 



Bandit Chief 

1H Warrior 

16 

315 

25 

160 

1H Weapon, Orcish Bagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

Gold 



Bandit Chief 

1 H Warrior 

21 

395 

25 

195 

1H Weapon, Elven Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, Shield 

Gold 



Bandit Chief 

1 H Warrior 

28 

497 

25 

258 

1H Weapon, Elven Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), (Heavy Helmet), Shield 

Gold 





Bandit (Bandit Chief) 


BANDIT CHIEFS — 2H 


NAME 

SUBTYPE 

> H 

MAGICKA 

STAMINA 

% 

“O 

o 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Bandit Chief 

1 H Warrior 

6 155 

25 

95 2H Weapon, Steel Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield) 

Gold 


Bandit Chief 

1 H Warrior 

10 224 

25 

126 2H Weapon, SteelDagger 

i Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield) 

Gold 


Bandit Chief 

1H Warrior 

16 315 

25 

160 2H Weapon, Orcish Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield) 

Gold 



Bandit Chief 

1 H Warrior 

21 395 

25 

195 2 H Weapon, Elven Dogger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield) 

Gold 


Bandit Chief 

1 H Warrior 

28 497 

25 

258 2H Weapon, Elven Dagger 

Heavy Cuirass, Heavy Boots, (Heavy Gauntlets), Heavy Helmet, (Shield) 

Gold 




& Chaurus 


The insectoid Chaurus often fight alongside their Falmer masters. Be sure to improve your resistance to poison with potions or enchantments 
when you face them. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring. 


CHAURUS 

£ -c 3 

NAME e | § 

i: 3 i 1 

^ CD 

a_ 

i a 

mi 

o 

oe 

ITEMS 

SPELLS 

NOTES 

Chaurus 12 253 0 

137 20 Dmg * Poison 5/s for 5s 

Chaurus Chitin, (Chaurus Eggs), (Minor Treasure) 

Poison Spit Attack 

Resist Poison 50% 

Chauius Reaper 20 371 0 

214 55 Dmg + Poison 7/s for 7s 

Chaurus Chitin, (Chaurus Eggs), (Minor Treasure) Poison Spit Attack Resist Poison 50% 



Chaurus 


J$> Daedra 

Daedra include all manner of creatures native to Oblivion, from the elemental Atronachs to the powerful Dremora. All of the Daedra in this list will be 
affected by Daedra-banishing spells and effects (Banish Daedra, Expel Daedra, etc.). Don't bother using Illusion spells against Daedra, but do take 
advantage of the Atronachs' elemental weaknesses— obviously, fire spells are best against Frost Atronachs, and frost spells against Flame Atronachs. 

Note that Atronachs summoned by the common conjuration spells are generally weaker than those bound in more permanent ways (such as the ones you 
often find in Warlock dungeons). You can claim Daedra Hearts from the bodies of slain Dremora; these are one of the rarest ingredients in the game, and 
essential for smithing Daedric items. 

DAEDRA 


NAME 

SUBTYPE | 

S : 

HEALTH 

3 

s 


WEAPONS 

ARMOR ITEMS SPEUS 

NOTES 

Familiar 

Conjured 

7 

32 

| 0 

205 

5 Dmg 



Flame Atronach 

Conjured 

5 

111 

174 

50 

5 Dmg + 10 Fire 

Firebolt 

Immune to Fire, Weak to Frost 33%, Flame Cloak, Waterwalking, Death Explosion (Flame) 

Flame Atronach 


5 

mi 

174 

50 

5 Dmg + 10 Fire 

Flame Salts Firebolt 

Immune to Fire, Weak to Frost 33%, Flame Cloak, Waterwalking, Death Explosion (Flame) 

Frost Atronach 

Conjured 

16 

300 

25 

125 

20 Dmg + 25 Frost 


Immune to Frost, Weak to Fire 33%, Frost Cloak, Waterbreathing, Death Explosion (Frost) 

Frost Atronach 


16 

400 

25 

250 

20 Dmg + 25 Frost 

Frost Salts 

Immune to Frost, Weak to Fire 33%, Frost Cloak, Waterbreathing, Death Explosion (Frost) 

Storm Atronach 

Conjured 

30 

241 

197 

147 

30 Dmg + 20 Shock 

Chain Lightning, Lightning Bolt 

Immune to Shock, Shock Cloak, Waterwalking, Death Explosion (Shock) 

Storm Atronach 

30 

441 

197 

247 

30 Dmg + 20 Shock 

Void Salts Chain Lightning, Lightning Bolt 

Immune to Shock, Shock Cloak, Waterwalking, Death Explosion (Shock) 



BANDITS CHAURUS DAEDRA 

THE BESTIARY 


105 


TRANING 


THE INVENTORY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





DAEDRA [CONTINUED) 

NAME 

SUBTYPE 


§ 

i 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPEELS 

NOTES 

Dremora 

25" 

289 

25 

121 

Sword, bn Dogger 

fOremcra Armor] 

Daedra Heart 

Conjure Flame Atronach, Fire Storm, Wall of Flames 


Dremora Lord 

Conjured 

30 

491 

247 

197 

[Daedrk Mace of the Inferno] 

[Dremora Armor] 


Firebolt, Flame Clook, Incinerate, Steadfast Ward 


Dremora 

25* 

289 

25 

121 

Sword, Iron Dagger 

[Dremora Armor] 

Daedra Heart 

Conjure Flame Atronach, Fire Storm, Wall of Flames 


Dremora thud 


6 

92 

183 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Fost Healing, Flomes, Oakflesh, Lesser Ward 


Oremoro Caitiff 

12 

142 

223 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Fast Healing, Firebolt, Stoneflesh, Lesser Ward 


Dremora Kynvol 

19 

200 

270 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Close Wounds, Fireball, Firebolt, Flame Clook, Stoneflesh, Steadfast Ward 


Dremora Kynreeve 

27 

267 

323 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Close Wounds, Fireball, Firebolt, Flame Cloak, Ironflesh, Steadfast Ward 


Dremora Markynaz 

36 

342 

383 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Close Wounds, Fireball, Flome Clook, Incinerate, Ironflesh, Steadfast Ward 


Dremora Valkynaz 

46 

425 

450 

50 

(1H/2H Weapon), Iron Dagger 

[Dremora Robes] 

Daedra Heart 

Close Wounds, Fireball, Flome Cloak, Incinerate, Ironflesh, Steadfast Ward 



I$> Dragons 


Dragons are among the most formidable enemies, with vast reserves of health. Stay on 
the move when fighting a dragon— patience and ranged attacks are best. Dragon Loot 
includes a chance of: Dragon Bones, Dragon Scales, Gold, Gems, Weapons, or Armor; 
Dragons usually have several of these items. If you intend to smith Dragon armor, make 
sure to save a couple dozen Dragon Scales, or a few Dragon Bones. 

DRAGONS 




Dragon fijown, Fire 

Dragon Brown, Frost 

Blood Dragon Green, Fire 

Blood Dragon Green, Frost 

Frost Dragon White, Frost 

Elder Dragon Bronze, Fire 

Elder Dragon Bronze, Frost 
Ancient Dragon Red/Black, Fire 
Ancient Dragon Red/Black, Frost 

ALDUIN 


10 90S ISO 
10 90S 150 
20 1421 150 
20 1421 150 
30 1860 150 
40 2255 150 
40 2255 150 
50 3071 150 
50 3071 150 


130 Bite r 37Dmg 
130 Bite, 37 Dmg 
164 Bite, 7 S Dmg 
164 Bite, 75 Dmg 
197 Bite, 150 Dmg 
230 Bite, 225 Dmg 
230 Bite, 225 Dmg 
264 Bite, 300 Dmg 
264 Bite, 300 Dmg 


(Dragon loot), Dragon Bone, Dragon Scales Fire Breath Shoot, Fireball Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Sforni Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout 

(Dragon Loot), Dragon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout 

(Dragon Loot), Drogon Bone, Dragon Scales Fire Breath Shout, Fireball Shout, Unrelenting Force Shout 

(Dragon Loot), Drogon Bone, Dragon Scales Frost Breath Shout, Ice Storm Shout, Unrelenting Force Shout 


Resist File 5G%, Weak ro Frost 25% 
Resist Frosi 50%, Week lo Fire 25% 
Resist Fire 50%, Weak to Frost 25% 
Resist Frost 50%, Weak to Fire 25% 
Resisi Frost 50%, Weak to Fire 25% 
Resist Fire 50%, Weak to Frost 25% 
Resist Frost 50%, Weak It) Fite 25% 
Resist Fire 50%, Weak to Frost 25% 
Resist Frost 50%, Weak to Fire 25% 




Alduin 

Alduns 

Bene 

20* 

2471 50 114 

Bite, 75 Dmg 



Meteor Storm Shout, Unrelenting Force Shout, Fire Breath Resist Fire 50 : , Weak to Frost 25%. This is Alduin as he appears during Main Quest: Aldum's 
Shout, Frost Breath Shout, Fireball Shout, Ice Storm Shout Bone. Alduin is invulnerable unless weakened by the Dragonrend Shout. 

Alduin 

Drogonslayer 

20* 

2671 50 114 

Bile, 75 Dmg 



Meteor Storm Shout, Unrelenting Force Shout, Fire Breath Resist fire 50%, Weak Jo Frost 25%. This is Alduin as he appears during Main Quest: 

Shoul, Frost Breath Shout, Fireball Shout, Ice Storm Shout Drogonslayer, Alduin is invulnerable unless weakened by the Dragonrend Shout. 

Alduin 

Drogonslayer ; 

40* 

2905 50 ?80 

Bile, 75 Dmg 


See above; this just illustrates his slots at a different level. 

Alduin Drogonslayer 

60* 

3138 50 247 

Bile, 75 Dmg 


See above; this just illustrates his sta ts at o different level. 


J*> Draugr 


Draugr are among the mostcommonfoes in Skyrim's many crypts 
and catacombs. Fire is your best weapon against them. High-level 
Draugr, like Dragon Priests and Deathlords, are especially deadly 
foes— don't go toe-to-toe with Deathlords unless your damage 
rating is exceptionally high. Draugr Loot includes a chance of 
jewelry, gems, soul gems, ingots, or potions. Note that you can't 
loot their armor (would you really want it?). 

DRAUGR ARCHERS 


/' * X '* 

Mmtm 

* &-’■ j 


Draugr (Draugr Wight] 




Draugr 

Archer 

1 

50 

0 

80 

Ancient Nerd Bow, Ancient Nord Arrows, Ancient Notd Wor Axe 

[Draugr Armor] 

Draugr Loot 


Immune to Poison, Resist Frost 50% 

Restless Draugr 

Archer 

6 

175 

0 

205 

Ancient Nerd Bow, Ancient Nat) Arrows, Ancient Hard War Axe 

[Draugr Armor] 

Draugr Loot 


Immune to Poison, Resist Frost 50% 

Draugr Wight 

Archer 

13 

400 

I0M 

340 

Ancient Nord Bow, Ancient Nord Arrows, Ancient Nord War Axe 

[Drougr Armor] 

Draugr Loot 


Immune to Poison, Resist Frost 50% 

Draugr Scourge 

Archer 

21 

900 

0 

480 

Ancient Nord Bow, Ancient Nord Arrows, Ancient Nord Wor Axe 

[Draugr Armor] 

Draugr Loot 

Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Draugr DeatNord 

Archer 

30 

1000 

10 

575 

Ancient Nord Bow, Orcish Arrows, Ancient Nord Wor Axe 

[Draugr Armor] 

Draugr Loot 

Frost Cloak, Disarm Shout, Unrelenting 

Force Shout 

Immune to Poison, Resist Frost 50% 

Draugr Deathlord 

Archer 

40 

1300 

10 

625 

Ebony Bow, Ebony Arrows, Ancient Nord War Axe 

[Draugr Armor] 

Draugr Loot 

Frost Clook, Disarm Shout, Unrelenting 

Force Shoul 

Immune to Poison, Resist Frost 50% 


& 

W 


The 


S K Y R I M 


106 


THE BESTIARY OF SKYM 







DRAUGR WARRIORS -1H 


NAME 


HEALTH 

CD 

i 

| WEAPONS ARMOR 

TEMS 

SPELLS 

S310N 

Draugr 1 H Worrier 

1 ! 

50 

0 

SO 1 H Ancient Nord Weapon [Draugr Armor], (Iron Shield) 1 

Draugr Loot 


Immune to Poison, Resist Frost 50% 

Resiless Drougr 1H Warrior 

6 

150 

Q 

204 1 H Ancient Nord Weapon [Drougr Armor], (Iron Shield) Draugr Loot 


Immune to Poison, Resist Frost 50% 

Draugr Wight 1 H Warrior 

13 

320 

0 

340 1 H Ancient Nord Weapon [Draugr Armor] , ( Iren Shield) Draugr Loot 


Immune to Poison, Resist Frost 50% 

DratigF Scourge 1 H Worrior 

21 

700 

0 

4 80 1 H Ancient Nord Weapon [Draugr Armor], (Iron Shield) Draugr Loot 

Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Draugr Deatftei 1 H Worrior 

30 

1000 

10 

575 1 H Ebony Weapon [Drougr Armor], (Iron Shield) Draugr Loot 

Frost Clook, Disarm Shout, Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Draugr Deathloid 1 H Worrior 

30 

1000 

10 

575 1 H Ebony Weapon [Drougr Armor] , ( Ebony Shield.) DraugrLoot 

Frost Clook, Disorm Shout, Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

DRAUGR WARRIORS- 

2H 






HHH 

IV 

HEALTH 

MAGICXA STAMINA WEAPONS ARMOR 

ITEMS 

SPELLS 

NOTES 

Draugr 2H Warrior 1 

50 

0 80 2 H Ancient Nord Weapon [Draugr Armor] 

Draugr Loot 

Immune to Poison, Resist Frost 50% 

Resltess Drougr 2H Warrior 

6 

150 

0 204 2 W Ancient Nord Weapon [Draugr Annai] 

Draugr Loot 

Immune to Poison, Resist Frost 50% 

Draugr Wight 2 H Warrior 

13 

320 

0 340 2 H Ancient Nord Weapon [Draugr Armor] 

Draugr Loot 

Immune to Poison, Resist Frost 50% 

Draugr Scourge 2 H Worrier 

21 

700 

0 480 2 H Ancient Nord Weapon [Draugr Armor] 

Drougr Loot 

Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Drougr Deafhlord 2H Worrior 

30 

1000 

10 575 2N Ancient Nord Weapon [Draugr Armor] 

Draugr Loot 

1 Frost Clook, Disorm Shout, Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Draugr Deothlard 2H Warrior 

3D 

1000 

TO 575 2H Ebony Weapon [Draugr Armor] 

Draugr Loot 

| Frost Clook, Disorm Shout, Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 


DRAUGR WARLOCKS 

i 

SUBTYPE 


5s 

§ ^ I WEAPONS ARMOR 

5 | ^ 

ITEMS 

SPELLS 

• 

turt 

3 * 

Resltess Draugr 2H Warrior 

6 

150 50 180 1 H Ancient Nord Weapon [Draugr Armor] 

Draugr Tool 

| Frostbite 

Immune to Poison, Resist Frost 50% 

Draugr Wight 2H Warrior 

13 

490 100 280 1H Ancient Nord Weapon [Draugr Armor] 

Draugr Loot 

Frostbite, Ice Spike 

Immune to Poison, Resist Frost 50% 

Draugr Scourge 2H Warrior 

21 

700 160 380 1 H Ancient Nord Weapon [Draugr Armor] 

Draugr Loot 

Conjure Frost Atronoch, Frostbite, Ice Spike 

Immune to Poison, Resist Frost 50% 


DRAUGR OVERLORDS 

NAME 

|4J 

a_ 

|| 

S' 

3 

§i 

** 

£ 

w 

<_D 

1 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Draugr Overlard 


7 

210 

0 

260 

1 H/2K Enchanted Ancient Nord Weapon 

[Draugr Armor], [iron Shield] 

Drougr Loot 

Unrelenting Force Shout 

Immune to Poison, Resist Frost 50% 

Drougr Wight Overlord 


15 

490 

0 

450 

1 H/2H Enchanted Ancient Nord Weapon 

[Draugr Armor], (Iren Shield) 

Drougr Loot 

Disorm Shout, Unrelenting Force Shoal 

Immune to Poison, Resist Frost 50% 

Draugr Scourge Lord 


24 

880 

0 

595 

1H/2H Enchanted Ancient Nord Weapon 

[Draugr Armor], (Iron Shield) 

Drougr Loot 

Disarm Shout, Unrelenting Force Shout, 

Frost Breoth Shout 

Immune to Poison, Resist Frost 50% 

Drougr Death Overlord 


34 

1290 

10 

645 

1H/2H Enchanted Ancient Nord Weapon 

[Draugr Armor], (Iron Shield) 

Draugr Loot 

Frost Clook, Disorm Shout, Unrelenting 

Force Shout, Frost Breoth Shout 

Immune to Poison, ResistFrost50% 

Draugr Death Overlord 


45 

1400 

10 

700 

1H/2H Ebony Weapon 

[Draugr Armor], (Iron Shield) 

Drougr Loot 

Frost Clook, Disorm Shout, Unrelenting 

Force Shout, Frost Breoth Shout 

Immune to Poison, Resist Frost 50% 





Drogon Priest 

Fire 

50 

1490 

545 

0 

[Drogon Priest Robes] 

Bone Meol, Gold 

GreoterWard, Conjure Flame Atronoch, Fireball, Ebonyflesh, Command Doedro, Incinerate 

Immune to Poison 

Dragon Priest 

Frost 

50 

1490 

545 

0 

[Drogon Priest Robes] 

Bone Meal, Gold 

Ice Storm, Greater Ward, Conjure Frost Atronoch, Command Doedra, Ebonyflesh, Icy Speor 

Immune to Poison 

Dragon Priest 

Shock 

50 

1490 

545 

0 

[Drogon Priest Robes] 

Bone Meol, Gold 

Greater Ward, Conjure Storm Atronoch, Chain Lightning, Thunderbolt, Command Doedro, Ebonyflesh 

Immune to Poison 


[$> Dwarven Automatons 

Dwarven Automatons are the mechanical constructs left behind by the Dwarves who once inhabited Skyrim. As constructs, Automatons are immune to 
poison, Illusion spells, and Frost spells, and Soul Trap. Dwarven Loot includes a chance of: arrows, scrap metal, oil, ore, gems, or soul gems. Spheres give 
more (and more valuable) loot than Spiders, and Centurions more than Spheres. 


DWARVEN SPIDERS 



Dwarvea Spider Worker 

12 

125 

i 3 

120 

: 11 Dmg 

Dwarven Laor 

Electrical Shock 

Dwarven Spider 

16 

175 

3 

160 

15 Dmg 

Dwarven Loot 

Electricol Shock 

Dworven Spider Guardian 

22 

225 

3 

200 

22 Dmg 

Dworven Loot 

Electrical Shock 


Immune rn Poison, Immune to Frost, Resist Magic 25% 
Explode on death (shock damage). Immune to Poison, 
Immune to Frost, Resist Magic 25% 

Explode on death (shock damage). Immune to Poison, 
Immune to Frost, Resist Magic 25% 



DAEDRA DRAGONS DRAUGR DWARVEN AUTOMATONS 

<$> THE BESTIARY QUESTS 


107 


TRANING 


THE INVENTORY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 

















DWARVEN SPHERES 



dwarven Sphere 


U 

315 

0 

170 

55 Dmg 


Dwarven 

Loot 


Immune to Poison, Immune 
to f rost, Resist Magic 25% 

Dwarven Sphere 
Guardian 


24 

453 

0 

262 

55 Dmg 


Dwarven 

Loot 


Immune to Poison, Immune 
to Frost, Resist Magic 25% 

[hvarven Sphere 
Master 


30 

619 

0 

301 

82 Dmg 


Dwarven 

Loot 


Immune to Poison, Immune 
to Frost, Resist Magic 25% 


£►> Falmer 


DWARVEN CENTURION 



ITEMS SPEILS NOTES 


Dwarven 

Centurion 


24 

653 

15 

m 

75 Dmg 


Dwarven 

Loar 

Steam 

Breath 

Immune to Poison, Immune 
to Frost, Resist Magic 25% 

Dwarven 

Centurion 

Guardian 


30 

819 

15 

416 

100 Dmg 


Dwarven 

Loot 

Steam 

Breath 

Immune to Poison, Immune 
to Frost, Resist Magic 25% 

Dwarven 

Centurion 

Master 


36 

1000 

15 

540 

112 Dmg 


Dwarven 

Loot 

Steam 

Breath 

Immune to Poison, Immune 
to Frost, Resist Magic 25% 


Falmer inhabit the deep caves and dwarven ruins of Skyrim, often accompanied by pet Chaurus or Spiders. Most poison their weapons for added 
damage. Since Falmer are blind, you can use light spells and torches without being detected. They have excellent hearing, though, so keep your 
distance and move slowly if you plan a stealthy approach. Falmer Loot includes a chance of: Falmer Ears, Poisons, or Gold. 


FALMER ARCHER 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

O- 

NOTES 

Falmer 

Archer 

9 

ISO 

177 

163 

Falmer Dow, Falmer Sward, Falmer 
Arrows, (Arrows) 


falmer Loot, Gold 


5 Poison Damage / 3s on hit. 

Falmer Skulker 

Archer 

15 

290 

247 

196 

Falmer Bow, Falmer Arrows, (Arrows) 


Falmer Loot, Gold 

6 Poison Damage /3s m hit. 

Falmer Gloomlurker 

Archer 

22 

m 

220 

210 

Falmer Bow, Falmer Arrows, (Arrows) 

Falmer Helmet 

Falmer Loot, Gold 

7 Poison Damage / 3s on hit. 

Falmer Nightprowler 

Archer 

30 

550 

197 

300 

Falmer Bow, Falmer Arrows, (Arrows) 

Falmer Helmet 

Falmer Loot, Gold 


9 Poison Damage / 3s on hit. 

Falmer Shadowmaster 

Archer 

38 

700 

273 

362 

Falmer Bow, Falmer Arrows, (Arrows) 

Falmer Helmet 

Falmer Loot, Gold 


1 2 Poison Damage / 3s an hit. 



FALMER SHAMAN 

NAME 

SUBTYPE 


mm 

MAGICKA 

STAMINA 

WEAPONS 

QC 

C3 

ITEMS 

SPELLS 

NOTES 

Falmer 

Shaman 

5 

133 

120 

157 



Falmer Loot Gold 

Bound Sword, Fast Healing, Ice Spike, Oakflesh, Sparks, Lesser Ward 


Falmer Skulker 

Shaman 

3 

133 

135 

187 



Falmer Loot, Gold 

Bound Sword, Frostbite, Lightning Bolt, Stoneflesh, Steadfast Ward 


Folmer Gloomlurker 

Shaman 

14 

258 

265 

197 


Falmer Loot, Gold 

Bound Sword, Fast Healing. Frostbite, Ice Spike 

Lightning Goak, Steadfast Ward 

Falmer flightprowfer 

Shaman 

19 

350 

340 

230 


Falmer Loot, Gold 

Bound Sword, Fast Healing, Ice Spike, Sparks, Stoneflesh, Steadfast Ward 


Falmer Shadowmaster 

Shaman 

25 

400 

420 

740 


Folmer Loot, Gold 

Bound Sword, Fast Healing, Frost Cloak, Ironflesh, Lightning Boh, Steadfast Ward 



FALMER SPELLSW0RDS 

NAME 

ULl 

O- 

ca 

HEALTH 

3 i 
1 i 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Falmer 

Spellsword 9 

160 

177 163 

1 H Falmer Weapon 


Falmer loot, Gold 

Frostbite, dealing 

5 Poison Damage /3s on hit. 

Falmer Skulker 

Spellsword 15 

290 

247 198 

1H Folmer Weapon 

Folmer loot, Gold 

Healing, Ice Spike, Sparks 

6 Poison Damage/ 3$ on hit. 

Falmer Gloomlurker 

Spellsword 22 

410 

220 210 

1H Folmer Weapon 

Falmer Helmet 

Falmer Loot, Gold 

Frostbite, frost Cloak, Healing, Lightning Boll 

7 Poison Damage / 3s an hit. 

Folmer Nightprowler 

Spellsword 30 

550 

197 300 

1 H Folmer Weapon 

Folmer Helmet 

Falmer Loot, Gold 

Chain Lightning, Heating, Ice Spike, Sparks 

9 Poison Damage / 3s on hit. 

Falmer Shadowmaster 

Spellsword 3fl 

700 

273 ' 362 ' 

1 B Folmer Weapon 

Falmer Helmet 

Falmer Loot, Gold 

Chain Lightning, Heating, Ice Spike, Wall of Frost 

12 Parson Damage /3s an hit. 


FALMER WARRIORS 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 


R 

ITEMS 

SPELLS 

NOTES 

j 

Folmer 

Warrior 

9 

180 

177 

163 

1H Falmer Weapon 

Falmer Shield 

Falmer Loot, Gold 


5 Poison Domage / 3s an hit. 

Falmer Skulker 

Warrior 

15 

290 

247 

198 

1H Falmer Weapon 

Falmer Shield 

Falmer Loot, (Retore Health Potion), Gold 


6 Parson Damage / 3s an hit. 

Falmer Gloomlurker 

Warrior 

22 

410 

220 

210 

1 H Falmer Weapon 

Falmer Helmet, Falmer Shield 

Falmer Loot, (Retore Health Potion), Gold 


7 Parson Damage / 3s on hit. 

Faker Nightpiowler 

Warrior 

30 

550 

197 

300 

1 H Falmer Weapon 

Falmer Helmet, Falmer Shield 

Falmer Loot, (Retore Health Potion), Gold 


9 Poison Damage / 3s on hit. 

Falmer Shadowmaster 

Warrior 

38 

700 

273 

362 

1 H Falmer Weapon 

Falmer Helmet, Falmer Shield 

Falmer Loot, Restore Health Potion, Gold 

12 Poison Damage /3s on hit. 


FALMER BOSS-SPELLSWORD 


NAME 

i. 

SUBTYPE 

-3 

HEALTH 

MAGICKA 

-X. 

-~c 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Falmer Skulker 

Spellsword 

18 

370 

257 

203 

1 H Falmer Weapon 


Falmer Loot, Gold 

Healing, Ice Spike, Sparks 

6 Poison Damage / 3s on hit. 

Folmer Gfoomlyrker 

Spellsword 

26 

500 

283 

242 

1 H Falmer Weapon 

Falmer Helmet 

Falmer Loot Gold 

Frostbite, Frost Cloak, Healing, Lightning Balt 

7 Poison Damage / 3s on hit. 

Falmer Nightprowler 

Spellsword 

35 

640 

313 

307 

1H Falmer Weapon 

falmer Helmet 

Falmer Loot, Gold 

Chain Lightning, Healing, Ice Spike, Sparks 

9 Poison Damage / 3s on hit. 

Falmer Shadowmoster 

Spellsword 

44 

830 

403 

272 

1H Falmer Weapon 

Falmer Helmet 

Falmer [oat, Gold 

Cham Lightning, Healing, Ice Spike, Well of Frost 

12 Poison Damage /3s on hit. 



T he V 

SKY RIM 


THE BESTIARY OF SKYRIM 









PALMER BOSS -WARRIOR 


NAME 

SUBTYPf 


HEALTH 

1 i WEAPONS ARMOR 

S g 

ITEMS 

1 

SPELLS 

NOTES 

Falmar Skulker 

SpeliswOfd 

18 

370 

182 228 1 H Folmfrr Weepon Fdmer ShieM 

Fulmer Lout, Gold j 

Heoling 

6 Poison Damage / 3s on hit. 

Fulmer Gloambker 

Spellsword 

26 

500 

233 242 1 H Fulmer Weapon Fulmer Helmet Fulmer Shield 

Fulmer Lout, Gold 

Healing 

7 Poison Damage / 3s on hiL 

FalmeF NighTprawler 

SpeHswwd 

' 35 

' 640 

213 357 IN Fainter Weapon Fulmer Helmet, Fulmer Shield 

Fulmer Lout, Gold 

Heeling 

9 Poison Damage / 3s on Hil. 

Fulmer Shodownoster 

Spellsword 

44 

030 

293 372 1 H Fulmer Weopon Fulner Helmet, Fulmer Shield 

Fulmer Loot, Gold 

Healing 

1 2 Poison Damage / 3s an hit. 


forsworn nat ' ves ^ eac ^ ^ orsworn revere Hagravens and fight to drive invaders from their lands. Forsworn Wizard Loot includes a chance of ingredients, 

^ potions, soul gems, or a forsworn weapon. 

FORSWORN ARCHER 


NAME 

SUBTYPE 


HEALTH 

o 


WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Forsworn 

Archer 

1 

50 

50 

50 

Forsworn Bow, Forsworn Arrows, Dogger 

forsworn Cuirass, Forsworn Boots, 

(Forsworn Helmet), { Forsworn Gauntlets) 

(Gold) 

Healing 


Forsworn Forager 

Archer 

6 

95 

60 

70 

Forsworn Bow, Forsworn Arrows, Dogger 

Forsworn Cuiross, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets]! 

(Gold) 

Hauling 


Forsworn Looter 

Archer 

14 

192 

76 

152 

Forsworn Bow, Forsworn Arrows, Dagger 

Forsworn Cuirass, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 

Fast Healing 


Forsworn Pilloger 

Archer 

24 

357 

96 

192 

Forsworn Bow, Forsworn Arrows, Dogger 

Forsworn Cuiross, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 

Fast Heoling 


Forsworn Ravager 

Archer 

34 

447 

116 

182 

Forsworn Bow, Forsworn Arrows, Dagger 

Forsworn Cuirass, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 

Fast Healing 


Forsworn Warlord 

Archer 

46 

455 

140 

230 

Forsworn Bow, Forsworn Arrows, Dogger 

Forsworn Cuiross, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 

Close Wounds 




Forsworn ( Berserker ) 


FORSWORN BERSERKERS 


NAME 

SUBTYPE 

LV 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

<=> 

n 

ce: 

«=C 

ITEMS 

SPELLS 

NOTES 

Forsworn 

Berserker 

1 50 

50 50 

2x (Forsworn Axe / Forsworn Sword) 

Forsworn Cuiross, Farcwam Bools, (Forsworn Helimet), (Forsworn Gauntlets) 

(Gold) 



Forsworn Forager 

Berserker 

6 95 

70 85 

2x (Forsworn Axe / Forsworn Sword) 

Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 



Forsworn Looter 

Berserker 

14 192 

102 126 

2x (Forsworn Axe / Forsworn Sword) 

Forsworn Cuirass, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 



Forsworn Pilloger 

Berserker 

24 357 

142 146 

2x (Forsworn Axe / Forsworn Sword) 

Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 



Forsworn Ravager 

Berserker 

34 447 

182 116 2x ( Forsworn Axe / Forsworn Sward) 

Forsworn Cuiross, Forsworn Boots, (Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 



Forsworn Warlord 

Berserker 

46 455 

230 1 40 2x (Forsworn Axe / Forsworn Sword) 

Forsworn Cuirass, Fmswam Boots, (Forsworn Helmet), (Forsworn Gauntlets) 

(Gold) 




FORSWORN SHAMAN 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

etz, 

o 

m 

ITEMS 

S PEELS 

NOTES 

Forsworn 

Shaman 

1 

50 

100 

50 

Dagger 

Forworn Cuirass, Forsworn Boats, 

(Forsworn Helmet), (Forsworn Gauntlets] 

Forsworn Wizard 
Loot 

Flames, Healing, Lesser Ward 


Forsworn 

Forager 

Shoman 

6 

95 

130 

5D 

Dogger 

Forsworn Cuiross, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

Forsworn Wizard 
Loot 

Conjure Flame Atronach, Flames, Heoling, 
Lesser Ward 


Forsworn 

Looter 

Shaman 

14 

192 

178 

50 

Dagger 

Forsworn Cuirass, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

Forsworn Wizard 
Loot 

Conjure Flame Atronach, Firebolt, Flames, 
Healing, Lesser Ward 


Forsworn 

Pillager 

Shoman 

24 

357 

288 

50 

Dogger 

Forsworn Cui oss, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

forsworn Wizard 
Loot 

Conjure Frost Atronach, FostHealing, Ice 

Spike, Ice Storm, Stoneflesh, Steadfast Ward 


Forsworn 

Ravager 

Shaman 

34 

447 

248 

50 

Dagger 

Forsworn Cuirass, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

Forsworn Wizard 
Loot 

Conjure Frost Atronach, Frost Cloak, Ice 

Spike, Ice Storm, Icy Spear, Stoneflesh, 
Steadfast Ward 


Forsworn 

Warlord 

Shomon 

46 

455 

320 

50 

Dogger 

Forsworn Cuiross, Forsworn Boots, 

(Forsworn Helmet), (Forsworn Gauntlets) 

Forsworn Wizard 
Loot 

Chain Lightning, Close Wounds, Conjure 

Storm Atronach, Expel Daedro, Ironflesh, 
Lightning Bolt, Lightning Cloak, Thunderbolt, 
Greater Ward 




Forsworn (Shaman) 


FORSWORN BOSS -BERSERKER 

NAME 

SUBTYPE 


"T— ^ 

E — 
3 5^ 

< 

1 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

forsworn Briarheart 

Warrior 

7 

'04 

112 

2x IH Forsworn Weopcn 

[Brjorheoit Armor] f Forsworn Boots, Forsworn Helmet 

(Gold), Briorheort 



Forsworn Briarheart 

Warrior 

16 

235 110 

130 

2x 1 H Forsworn Weapon 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

(Gold), Briorheort 



forsworn Briarheart 

Warrior 

27 ' 

434 154 

152 

2x 1 H Forsworn Weapon 

! [Briarheart Armor], Forsworn Boots, Forsworn Helmet 

(Gold), Briarheart 



Forsworn Briarheart 

Warrior 

38 

533 198 

174 

2x 1H Forsworn Weapon 

[Briorheort Armor], Forsworn Boots, Forsworn Helmet 

(Gold), Briorheort 



Forsworn Briarheart 

Warrior 

51 

623 350 

195 

2x 1 H Forsworn Weapon 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

(Gold), Briarheart 





Forsworn (Briarheart) 


TRANING 


THE INVENTORY 


DWARVEN AUTOMATONS i FALMER FORSWORN 

<$TfHE BESTIARY QUESTS 


109 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 






FORSWORN BOSS -SHAMAN 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

Forsworn Briarheart 

Shamon 

7 

104 

86 

SO 

Dogger 

[Briarheart A™], Forsworn Boots, Forsworn Helmet 

Forsworn Wizard Loot, Briarheart 

Conjure Flame Atronach, Flames, Healing, Lesser Ward 

Forsworn Briarheart 

Shcimcin 

16 

235 

no 

50 

Dagger 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

Forsworn Wizard Loot, Briarheart 

Conjure Flame Atronach, Firebolt, Flames, Healing, Lesser Ward 

Forsworn Briarheart 

Shaman 

27 

434 

306 

50 

Dagger 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

Forsworn Wizard Loot, Briarheart 

Conjure Frost Atronach, Fast Healing, Ice Spike, Ice Storm, 
Stoneflesh, Steadfast Ward 

Forsworn Briarheart 

Shaman 

38 

533 

2/2 

50 

Dagger 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

Forsworn Wizard Loot, Briarheart 

Conjure Frost Atronach, Frost Cloak, Ice Spike, Ice Storm, Icy 
Spear, Stoneflesh, Steadfast Ward 

Forsworn Briarheart 

Shaman 

51 

620 

350 

50 

Dagger 

[Briarheart Armor], Forsworn Boots, Forsworn Helmet 

Forsworn Wizard Loot, Briarheart 

Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel 
Daedra, Ironflesh, Lightning Bolt, Lightning Cloak, Thunderbolt, 


Greoter Ward 


£> Frostbite Spiders 


Frostbite Spiders are giant arachnids often found in Skyrim's caves and ruins. They have a dangerous poison spit attack, though their bite is just as 
poisonous— try to keep your distance and focus on ranged attacks. Despite their name, they are not actually resistant to frost. The white variety of spiders 
is somewhat tougher than the red variety for each size category. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring. 


CHAURUS 



Frostbite Spider 

Small, Red 

15 

0 

25 

5 Dmg + Poison 3/s for 3s 

Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 

Frostbite Spider 

Small, White 

3 

35 

0 

35 

5 Dmg + Poison 3/s for 3s 

Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 

Frostbite Spider 

Large, Red 

6 

150 

0 ! 

200 

15 Dmg + Poison 5/s for 3s 

Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 

Frostbite Spider 

Large, White 

8 

220 

0 

235 

15 Dmg + Poison 5/s for 3s 

Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 

Giant Frostbite Spider 

Giant, Red 

14 

380 

0 

315 

45 Dmg + Poison 10/s for 3s 

2x Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 

Giant Frostbite Spider 

Giant, White 

1/ 

510 

0 

430 

45 Dmg + Poison 10/s for 3s 

2x Frostbite Venom, (Minor Treasure) 

Poison Spit Attack 



Frostbite Spicier 


Giants 

The nomadic Giants shepherd their mammoth herds across the Tundra of central Skyrim. They are generally peaceful if left alone. If you decide to 
fight them, don't let them get within melee range— they are deceptively fast, so don't get caught in the open. Giant Loot typically includes several 
of: Giant Toes, Giant Weapons, Giant Armor, Gold, Gems, Soul Gems, and Animal Parts. 


GIANT 

NAME 

SUBTYPE 


HEALTH 

5 

-=c 

Sl 

STAMINA 

WEAPONS 

O 

ac 

ITEMS 

SPELLS 

NOTES 

Giant 


32 

59] 

o 

371 [Gioaf(jub) 60 Dmg 


Giant Ids, (Giant Loot) 

Gianr Stomp 

Resist Magic 33% 



£> Hagravens 

Witches who surrender their humanity become Hagravens, creatures of corruption and decay revered by the Forsworn of the Reach. Before fighting 
them, do what you can to bolster your fire resistance. Warriors should close to melee range rather than try to take them on at a distance. 


HAGRAVENS 








NAME 

SUBTYPE 

S3 

HEALTH 

MAGIEKA 

STAMINA 

WEAPONS 

CD 

ITEMS 

Q_ ^ 

Hagroven 


20 

471 

314 

50_ 


Hagroven Feathers 

Close Wounds, Fast Healing, Fireball, Firehalt 



|$> Horses 


HORSES 

NAME 

SUBTYPE 

LV 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

QdS 

o 

== 

OC 

< 

ITEMS 

SPELLS 

i/i 

UJ 

5 


Horse 

Block 

4 239 

0 

106 



Horse Mmi, Horse Hide, (Minor Treasure) 




Horse 

Paint 

4 289 

0 

106 



Horse Meat, Horse Hide, (Minor Treasure) 




Horse 

Brown 

4 289 

0 

106 



Horse Meat, Horse Hide, (Minor Treasure) 




Horse 

Grey 

4 289 

0 

106 



Horse Meat, Horse Hide, (Minor Treasure) 




Horse 

Palomino 

4 289 

0 

106 



Horse Meat, Horse Hide, (Minor Treasure) 




Frost 

Palomino 

4 289 

0 

106 



Horse Meat, Horse Hide, (Minor Treasure) 




Shadowmere 

Black 

50 887 

0 

198 



Horse Meat, Horse Hide, (Minor Treasure) 


Regenerates Health, Aggressive 





Trt &:dt?8ctc&V 

S K Y Rl M 


110 


THE BESTIARY OF SKYRIM 


NOTES 













Hunters 

Skyrim's vast forests are home to any number of hunters, who prefer the wilderness to life in the cities. Ores in particular often take up this nomadic lifestyle. Most 
are glad to barter with a passing adventurer. 


HUNTERS 

T 

NAME 

SUBTYPE 

LV 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

0-1 

5^ 

NOTES 

Hunter 

5’ 

79 

25 

41 

Baw, Arrows, Dagger 

Hide Cuirass, Gloves, (Hat), dailies 

(Meat), {Animal Parts), (Gold) 



Ore Hunter 

1 

30 

25 

70 

Bow, Arrows, Dagger 

Light Cuirass, Lighr Boots, (Gauntlets) 

(Locfcpidc), (Meal), (Animal Parts), {Gold) 





Hunter 


Penitus Oculatus 

After the fall of the Blades, the Penitus Oculatus were created to serve as the Emperor's personal security force. They have an outpost in Dragon Bridge. 

PENITUS OCULATUS ARCHERS 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

§ 

WEAPONS 

ARMOR 

ITEMS 

cu c 

l/V 

Penitus Oculatus Agent 

Battlemage 

1 

50 

50 

50 

Imperial Bow, Arrows, Iron Dagger 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers 

Gold 


Penitus Oculatus Agent 

Battlemage 

4 

35 

60 

60 

Imperial Bow, Arrows, Iron Dagger 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers 

Gold 


Penitus Oculatus Agent 

Battlemage 

3 

128 

73 

74 

i Imperial Bow, Arrows, Iron Dagger 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Bracers 

Gold 


Penitus Oculatus Agent 

Battlemage 

13 

180 

90 

90 

Imperial Bow, Arrows, Iron Dagger 

Penitus Oailatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers 

Gold 


Penitus Oculatus Agent 

Battlemage 

18 

231 

107 

107 

Imperial Bow, Arrows, Iron Dagger 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers 

Gold 


Penitus Oculatus Agent 

Battlemage 

23 

283 

123 

124 

Imperial Bow, Arrows, Iron Dagger 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers 

Gold 




Penitus Oculatus 


PENITUS OCULATUS &ATTLEMAGES 


NAME 

SUBTYPI 


HEALTH 

s-s 

tJ3 

s 


WEAPONS 

ARMOR 

sraii 

SPELLS 

Penilus Oculatus Agent 

BotileriKp 

1 

so 

SO 

SO 

2% Imperial Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oailolus Helmet 


Fast Healing, (Flames/Sparks), 
Lesser Ward 

Penitus Oculatus Agent 

Battlemage 

4 

85 

60 

60 

2x Imperial Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oculatus Helmet 


Fast Healing, (Firebolt/Lightning 
Bolt), Lesser Ward 

Penilus Oculatus Agent 

Battlemage 

9 

128 

73 

74 

2t Imperial Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oculatus Helmet 


Fast Healing, (Firebolt/Lightning 
Bolt), Lesser Ward 

Penitus Oculatus Agent 

Battlemage 

13 

180 

90 

90 

2x Imperial Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oculatus Helmet 


Fast Healing, (Firebolt/Lightning 
Bolt), Lesser Ward 

Penitus Oculatus Agent 

Battlemage 

18 

231 

107 

107 

| 2( Imperial Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oculatus Helmet 


Fast Healing, (Fireball/Chain 
Lightning), LesserWard 

Penitus Oculatus Agent 

Battlemage 

23 

283* 

123 

124 ^xlmperiol Sword 

Penitus Oculatus Armor, Penitus Oculatus Boots, 
Penitus Oculatus Bracers, Penitus Oculatus Helmet 


Fast Heoling, (Fireball/Chain 
Lightning), Lesser Ward 


PENITUS OCULATUS WARRIORS 


NAME 

U_l 

E 

£ 

V"* 

LV 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

! 

SPELLS 

NOTES 

Penitus Oculatus Agent 

Battlemage 

1 1 50 

5Q 50 

Imperial Sward, Imperial Shield 

Penitus Oculatus Armor, Penitus Oculatus Bools, Penitus Oculntus Bracers, Penilus Oculatus Helmet 

Gold 



Penitus Oculatus Agent 

Battlemage 

4 85 

60 60 

Imperial Sword, Imperial Shield 

Penitus Oculatus Armor, Penitus Oculatus Boats, Penitus Oculatus Bracers, Penitus Oculatus Helmet 

Gold 



Penitus Oculatus Agent Battlemage 

8 128 

73 74 Imperial Sword, Imperial Shield 

Penitus Oculatus Armor, Penitus Oculatus Boots, Penitus Oculatus Brocers, Penitus Oculatus Helmet 

Gold 



Penitus Oculatus Agent | Battlemage 

13 180 

90 90 

Imperial Sword, Imperial Shield 

Penilus Oculntus Armor, Penitus Oculoius Boots., Penitus Oculatus Bracers, Penitus Oculatus Helmet 

Gold 



Penitus Oculatus Agent Battlemage 

18 231 

107 107 

Imperial Sword, Imperial Shield 

Penilus Oculatus Armor, Penitus Oculatus Boots, Penrtus Oculatus Brocers, Penitus Oculatus Helmet 

Gold 



Penitus Oculatus Agent Battlemage 

23 283 

123 124 

Imperial Sword, Imperial Shield 

Penitus Oculatus Armor, Penitus Oculatus Bools, Penitus Oculalus Brocers, Penilus Oculatus Helmet 

Gold 




Sailor 


Solitude, Dawnstar, and Windhelm are all important Imperial ports, and many sailors from those cities crew the ships that ply the waters along the Sea of Ghosts. 




FORSWORN FROSTBITE SPIDERS GIANTS HAGRAVENS HORSES HUNTERS PENITUS OCULATUS* SAILOR 

THE INVENTORY ^ THE BESTIARY QUESTS ATEASOF SKYRIM APPENDICES AND INDEX 


111 










£> Skeletons 

Though weaker than Draugr, Skeletons can still be dangerous in large numbers. They are frequently seen in the company of necromancers. 




£> Soldiers & Guards 

Each of Skyrim's Nine Holds maintains its own standing force of guards, who owe their loyalty to the Jarl. As the Civil War rages between the Imperial Legion 
and the Stormdoaks, their soldiers will take posession of the military camps, forts, towns, and cities of Skyrim, replacing some of the local guards. 


HOLD GUARDS 

NAME 

SUBTYPE 


HEALTH 

MAGKKA 

STAMINA 

WEAPONS 



ITEMS 

SPILLS 

O 

[Hold] Guard 


20* 

252 

50 103 

(Imperid/StomKtaok 

Weapon) 

[Hold] Armor, [Hold] Shield, 
Boots, Helmet 

(Torch), (Food), (Drink), 
(Mi), (Gold) 


Guards m The weapons of The 
faction (heir Hold is loyol To, 



Soldiers & 
(Hold Guard] 


IMPERIAL LEGION 

NAME 

SUBTYPE 


HEALTH 


WEAPONS 




ITEMS 

V* 

1 J 

S! 

o 

Imperial Soldier 

Guard 

20* 

252 

50 183 

Imperial Sward, Imperial Bow, Steel Arrows, Steel Dogger 

Imperial Light Cuirass, Imperial Light Boots, Imperial 
Light Gauntlets, Imperiul Light Helmet 

[Torch}, (Food), [Drink), (Amulet), [Gold) 



Imperial Soldier 

Fort/ 

Siege 

5* 

74 

50 71 

Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger 

Imperiul Light Cuiruss, Imperiul Light Boots, Imperiul 
Light Gauntlets, Imperial Light Helmet 

(Torch), (Food), (Drink), (Amulet), (Gold) 



Fort Commander 


5* 

74 

50 71 

Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger 

Imperial Light Cuirass, Imperial Light Boots, Imperial 
Light Gauntlets, Imperial Light Helmet 

(Torch), (Food), (Drink), (Amulet), (Gold) 



Imperial Legate 


5* 

74 

50 71 

Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger 

Imperial Heavy Cuirass, Imperial Heavy Boots, Imperial 
Heavy Gauntlets 




Imperial General 


5* 

74 

50 71 

Imperial Sword, Imperial Bow, Steel Arrows, Steel Dagger 

Imperial Heavy Cuirass, Imperial Heavy Boots, Imperial 
Heavy Gauntlets, Imperial Light Shield 

(Torch), (Food), (Drink), (Amulet), (Gold) 





Spriggan 

Spriggans are spirits of the forest, often dwelling in secluded groves and grottos. They are frequently accompanied by bears, wolves, and sabre cats that will 
fight to protect them. They are just as tough in melee as with ranged attacks. Use fire against them whenever possible. 



SKYRIM 




Spriggan 


THE BESTIARY OF SKYRIM 













Thalmor 


The Thalmor are the agents of the elven Aldmeri Dominion, charged with overseeing the implementation of the White-Gold Concordat, the peace treaty between 
the Dominion and the Empire. Most view them as spies, or worse. Thalmor Loot includes a chance of gems, food, or drink. Thalmor Wizard Loot includes a 
chance of gems, soul gems, potions, or ingredients. 

THALMOR ARCHER 


NAME 

Ck_ 

& 


HEALTH 

W 


WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

TTint-mor Sffldier 

Archer 

4 

12? 

Si 

62 

Bow, Arrows, Dagger 

Cuirass, Boots, Hebei, Gauntlets 

Ihalmor Loot 

Bound Sword, Post Healing 


Thalmor Soldier 

Archer 

12 

249 

72 

94 

Bow, Arrows, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Thalmor Loot 

Bound Sword, Fast Healing 


Thalmor Soldier 

Archer 

20 

371 

88 

126 

Bow, Arrows, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Thalmor Loot 

Bound Sword, Fast Healing • 

Thalmor Soldier 

Archer 

28 

493 

104 

158 

Bow, Arrows, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Thalmor Loot 

Bound Sword, Fast Healing 

Thalmor Soldier 

khei | 36 

565 

120 

J90 

Bow, Arrows, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Thalmor Loot 

Bound Sword, Fast Healing 





§5 _ 

4m 

Thalmor (Guardian) 


THALMOR GUARDIAN 


NAME 

SUBTYPE 


HEALTH 

MAGtCKA 

STAMINA 

WEAPONS ARMOR 

ITEMS 

SPELLS 

NOTES 

Iholmor Soldier 

Guardian 

4 

127 

56 

62 

1 H Weapon, Dogger Cuirass, Boots, Helmet, Gauntlets, Shield 




Mm Soldier 

Guardian 

12 

249 

72 

94 

1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield 




Thalmor Soldier 

Guardian 

20 

371 

88 

126 

1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield 




Thalmor Soldier 

Guardian 

28 

493 

104 

158 

1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield 



Thalmor Soldier 

Guardian 

36 

565 

120 

190 

1 H Weapon, Dagger Cuirass, Boots, Helmet, Gauntlets, Shield 





Thalmor (Spellsword} 


THALMOR SPELLSWORD 


NAME 

SUBTYPE 


HEALTH 

MAG1CKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

fifj 

NOTES 

i Thalmor Soldier 

Spellsword 

4 

i 127 

56 

62 

1 H Weapon, Dagger 

Cuirass, Boots, Helmet, Gauntlets 


Flames, Fast Healing 


Thalmor Soldier 

Spellsword 

12 

249 

72 

94 

1H Weapon, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Flames, Fast Healing 


Thalmor Soldier 

Spellsword 

20 

371 

88 

126 

1 H Weapon, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Flames, Fast Healing 


Thalmor Soldier 

Spellsword 

28 

493 

104 

158 

1H Weapon, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Flames, Fast Healing 


Thalmor Soldier 

Spellsword 

36 

565 

120 

190 

1 H Weapon, Dagger 

Cuirass, Boots, Helmet, Gauntlets 

Flames, Fast Healing 




Thalmor (Warrior) 


THALMOR WARRIOR 


NAME | 

wn 


HEALTH 

3 £ 

£ i WEAPONS ARMOR 

ITEMS 

SPELLS 

NOTES 

Thalmor Soldier Warrior 

4 

127 

,56 62 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield) 


Bound Sword 


Thalmor Soldier Warrior 

12 

249 

72 94 lHWVeapon Cuirass, Boots, Helmet, Gauntlets, (Shield) 


Bound Sword 

Thalmor Soldier Worrior 

20 

371 

88 126 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield) 


Bound Sword 


Thalmor Soldier Warrior 

28 

493 

104 158 1H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield) 


Bound Sword 


Thalmor Soldier Worrior 

36 

565 

120 190 1 H Weapon Cuirass, Boots, Helmet, Gauntlets, (Shield) 


Bound Sword 




Thalmor (Wizard) 


THALMOR WIZARD 


NAME 

is 

E5 

HEALTH 

< 

I 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

3 

Thalmor Wizard 

4 

127 

118 

50 

Dagger 

Thtrlmor Rohes, Ihalmor Boots, Tholmor Gloves, Ttalmw Hoad 

Hialmer Wizard 

Loot 

Flames, Frostbite, Healing, Onkftesh, Spades, Lesser Wand 

Thalmor Wizard 

12 

249 

166 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood 

Thalmor Wizard 

Loot 

Conjure Flame Atronach, Fast Healing, Firebolt, Lightning Bolt, 
Oakflesh, Lesser Ward 

Thalmor Wizard 

20 

371 

239 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Conjure Flame Atronach, Fast 
Healing, Fireball, Lightning Bolt, Oakflesh, Steadfast Ward 

Thalmor Wizard 

28 

493 

312 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood 

Thalmor Wizard 

Loot 

Chain Lightning, Conjure Storm Atronach, Fast Healing, Incinerate, 
Stoneflesh, Thunderbolt, Turn Lesser Undead, Steadfast Ward 

Thalmor Wizard 

36 

565 

385 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm 
Atronach, Expel Daedra, Fast Healing, Incinerate, Stoneflesh, 
Thunderbolt, Turn Undead, Steadfast Ward 

Thalmor Wizard 

44 

637 

458 

50 

Dogger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm 
Atronach, Expel Daedra, Fast Healing, Incinerate, Ironflesh, 
Thunderbolt, Turn Undead, Steadfast Ward 



TRANING 


THE INVENTORY 


SKELETONS SOLDIERS & GUARDS SPK1G6AN THALMOR 

<$> THE flfSTlflJtY QUESTS ATLAS OF SKYRiM 


113 


APPENDICES AND INDEX 


NOTES 






TKALMOR WIZARD 

l - BOSS 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Tfialrrar Wizard 

Bass 

14 

31/ 

228 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, 
Thalmor Hood 

Thalmor Wizard 

Loot 

Conjure Flame Atronach, Fast Healing, Firobolt, Lightning Bolt, Qakflesh, Lesser Ward 


Thalmor Wizard 

Boss 

23 

448 

282 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, 
Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Conjure Flame Atronach, Fast Healing, Fireball, 

Lightning Bolt, Oakflesh, Steadfast Ward 


Thalmor Wizard 

Bass 

32 

579 

386 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, 
Thalmor Hood 

Thalmor Wizard 

Loot 

Chain Lightning, Conjure Storm Atronach, Fast Healing, Incinerate, Stoneflesh, 
Thunderbolt, Turn Lesser Undead, Steadfast Ward 


Thalmor Wizard 

Boss 

40 

651 

434 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, 
Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel Daedra, 
Fast Healing, Incinerate, Stoneflesh, Thunderbolt, Turn Undead, Steadfast Ward 


Thalmor Wizard 

Boss 

50 

791 

544 

50 

Dagger 

Thalmor Robes, Thalmor Boots, Thalmor Gloves, 
Thalmor Hood 

Thalmor Wizard 

Loot 

Banish Daedra, Chain Lightning, Close Wounds, Conjure Storm Atronach, Expel Daedra, 
Fast Healing, Incinerate, Ironflesh, Thunderbolt, Turn Undead, Steadfast Ward 



B> Trolls 

Trolls are among the most feared of Skyrim's predators. They regenerate health, so attack aggressively— it's worth taking some punishment to keep the 
attacks up. Trolls are notably weak to fire. Minor Treasure includes a tiny chance of: A few gold, a gem, or a ring. 


TROLLS 

NAME 

oa 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 


ac 

O 

S 

ec: 

ITEM 

SPE11S 

NOTES 


Troll 

14 

290 

0 

340 35 Dmg 


Troll For, (Minor Treasure) 

Regenerate Health, Weak to Fine 50% 

Frost Troll 

22 

MO 

0 

480 65 Drug 


Troll Fat, (Minor Treasure) 

Regenerate Health, Weak to Fire 50% 



£> Vampires 


Vampirism begins as a disease, Sanguinare Vampiris, but quickly progresses to something much worse if left untreated. Vampires tend to congregate in 
clans, and their fearsome reputation is well deserved. It's worth spending those scrolls and potions you've been hording to defeat higher-level vampires. You 
can't let the fight drag on because their primary attack heals them while hurting you. Vampire Loot includes a chance of: Lockpicks, Potions, Jewelry, Gems, 
Gold, Books, or Staffs. 

VAMPIRES 


NAME 

SUBTYPE 

>1 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

. 

Vompire 

Vampire 

Fledgling 


1 

35 

75 

50 

(lHSword/IKAxe) 

(Mage Rohes/ Armor), Boots 

Vampire Loot, (Gold) 

Vompire Drain Life, Invisibility, Raise 
Zombie __J 

50% Resrsi frost, 50% Week to Fir e, Damage from Sunhghr 

Vampire 


6 

120 

120 

90 

(1H Sword / 1 H Axe) 

(Mage Robes /Armor), Boots 

Vampire Loot, (Gold) 

Vampire Drain Life, Invisibility, Raise 
Zombie 

50% Resist Frost, 50% Weak to Fire, Damage from Sunlight 

Blooded 
. Vampire 


12 

224 

169 

112 

(1 H Sword / 1 H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vompire Droin Life, Invisibility, Raise 
Zombie 

50% Resist Frost, 50% Weak to Fire, Damage from 

Sunlight, +5 Unarmed Damage 

Vampire 

Misfwdker 


20 

331 

226 

148 

(1H Sword / 1H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vampire Drain Life, Invisibility, 
Reanimate Corpse, Ice Spike 

50% Resist Frost, 50% Weak to Fire, Damage from 

Sunlight, +7 Unarmed Damage 

Vampire 

Nightstalker 


28 

413 

283 

179 

(1H Sword/ 1H Axe) 

(Mage Robes /Armor), Boots 

Vampire Loot, (Gold) 

Vompire Drain Life, Invisibility, Ice 
Spike, Lightning Bolt, Reanimate 

Corpse 

50% Resist Frost, 50% Weak to Fire, Damage from 

Sunlight, +10 Unarmed Damage 

Ancient 

Vampire 


38 

583 

348 

224 

(T H Sword / 1 H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vampire Drain Life, Invisibility, Ice 
Spike, Lightning, Revenant 

50% Resist Frost, 50% Weak to Fire, Damage from 

Sunlight, +15 Unarmed Damage 

Volkihar 
! Vampire 


48 

823 

413 

294 

(1H Sword / 1H Axe) 

(Mage Robes /Armor), Boots 

Vompire Loot, (Gold) 

Vampire Droin Life, Invisibility, Chain 
Lightning, Ice Storm, Revenant 

50% Resist Frost, 50% Weak to Fire, Damage from 

Sunlight, +20 Unarmed Damoge 


MASTER VAMPIRES 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

< 

1 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Master Vompire 

14 

252 

177 

126 

(IK Sword/ 1H Axe) 

(Mage Robes / Armor), fiaots 

Vampire loot, (Gold) 

Vampire Drain Life, Invisibility, Raise 
Zombie 

50%« Resist FrasL, 50 % Weak to Fire, Damage from 
Sunlight, +5 Unarmed Damage 

Master Vompire 

23 

378 

238 

169 

(1 H Sword / 1 H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vampire Drain Life, Invisibility, 

Reanimate Corpse, Ice Spike 

50% Resist Frost, 50% Weak to Fire, Damage from 
Sunlight, +7 Unarmed Damage 

Master Vompire 


31 

500 

310 

210 

(1H Sword/ 1H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vompire Droin Life, Invisibility, Ice 

Spike, Lightning Bolt, Reanimate 

Corpse 1 

50% Resist Frost, 50% Weak to Fire, Damage from 
Sunlight, +10 Unarmed Damage 

Master Vampire 


42 

669 

414 

257 

(1 H Sword / 1 H Axe) 

(Mage Robes / Armor), Boots 

Vampire Loot, (Gold) 

Vampire Drain Life, Invisibility, Ice 

Spike, Lightning, Revenant 

50% Resist Frost, 50% Weak to Fire, Damage from 
Sunlight, +15 Unarmed Damage 

1 Volkihar Master 
Vampire 


53 

968 

458 

354 

(1H Sword/ 1H Axe) 

(Mage Robes /Armor), Boots 

Vompire Loot, (Gold) 

Vampire Drain Life, Invisibility, Chain 
Lightning, Ice Storm, Revenont 

50% Resist Frost, 50% Weak to Fire, Damage from 
Sunlight, +20 Unarmed Damage 



The Sider /Scrolls V 

S K Y Rl M 


THE BESTIARY OF SKYRiM £>> 

nm mm m - » mmm 


114 








t$> Vigilants of Stendarr 

The Vigilants of Stendarr are priests in the service of Stendarr, the Divine of Mercy. They will gladly lend their aid to a hero who fits their ideals of virtue. But werewolves, vampires, and daedra 
worshippers have reason to fear their wrath. 


VIGILANTS OF STENDARR 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Vigrlanr of 
Stendarr 


5 

90 

57 

63 

Mace, Torch 

Steel Boots, Steel Gauntlets, Mage Robes, Mage 

Hood, Amulet of Stendarr 

Potions, Books 

Healing, Oakflesh, Lesser Ward 


Vigilant of 
Stentforr 


9 

130 

63 

77 

Mace, Torch 

Steel Boots, Steel Gauntlets, Mage Robes, Mage 

Hood, Amulet of Stendarr 

Potions, Books 

Healing, Oakflesh, Lesser Ward 


Vigilant of 
Stendarr 


14 

180 

72 

93 

Mace, Torch 

Steel Boots, Steel Gauntlets, Mage Robes, Mage 

Hood, Amulet of Stendarr 

Potions, Books 

Healing, Qokflesh, Lesser Word 


Vigilant of 
Stendarr 


19 

230 

80 

110 

Mace, Torch 

Steel Boots, Steel Gauntlets, Mage Robes, Mage 

Hood, Amulet of Stendarr 

Potions, Books 

Healing, Oakflesh, Lesser Ward 


Vigilant of 
Stendarr 

i 

i 

1 

25 

290 

90 

130 

Mace, Torch 

Steel Boots, Steel Gauntlets, Mage Robes, Mage 

Hood, Amulet of Stendarr 

Potions, Books 

Healing, Oakflesh, Lesser Ward 




V7g/tanf of Stendarr 


B> Warlocks 

Warlocks is a catchall term for the mages, wizards, conjurers, and necromancers that you may face on your journey. Warlocks encountered as bosses have more magicka than their non-boss 
counterparts, and are more likely to carry a staff. Warlock Loot includes a chance of: soul gems, potions, recipes, and alchemy ingredients. 


FIRE MAGES 

NAME 

SUBTYPE 

>5 

HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

53 

m 

NOTES 

Novice Fire Mage 


1 

50 

100 

25 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Flames, Lesser Ward 


Apprentice Fire Mage 


6 

142 

158 

25 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Firebolt, Flames, Healing, Oakflesh, Lesser Ward 

Fire Mage Adept 


12 

192 

198 

25 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Fast Healing, Firebolt, Flames, Stoneflesh, Steadfast Ward 


Fire Mage 


19 

275 

270 

25 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Fost Healing, Fireball, Firebolt, Flome Cloak, Stoneflesh, 
Steadfast Ward 


j Fire Wizard 


27 

367 

323 

25 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Fast Healing, Fireball, Firebolt, Flame Cloak, 
Ironflesh, Steadfast Ward 


Pyromancer 


36 

467 

383 

25 

Dagger, (Staff 
of Fireballs) 

Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Fireball, Flame Cloak, Grand Healing, 
Incinerate, Ironflesh, Greater Word 


| Arch Pyromancer 


46 

575 

500 

50 

Dagger, (Staff 
of Fireballs) 

Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Fireball, Flome Cloak, Grand Healing, 
Incinerate, Ironflesh, Greater Word 




ICE MAGES 


S 

m 

m 

SUBTYPE 

IV 

HEALTH 

8 I 

“ i 

WEAPONS ARMOR 

ITEMS 

SPELLS 

Novice tee Merge 

1 50 

100 25 

Dagger, (Staff) Mage Robes, Boots 

(Warlock Loot) 

Frostbite, Lesser Ward 

Appreflike ice Wage 

6 142 

158 25 

Dagger, (Staff) Mage Robes, Boots 

(Warlock Loot) 

Frostbite, Healing, Ice Spike, Oakflesh, Lesser Ward 

Ice Mage Adept 

12 192 

198 25 

Dagger, (Staff) Mage Robes, Boots 

(Warlock Loot) 

Fast Healing, Frostbite, Ice Spike, Stoneflesh, Steadfast Ward 

Ice Mage 

19 275 

270 25 

Dagger, (Staff) Mage Robes, Boots 

(Warlock Loot) 

Fast Healing, Frost Clook, Ice Spike, Ice Storm, Stoneflesh, Steadfast Ward 

Ice Wizard 

27 367 

323 25 

Dogger, (Staff) Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Fast Healing, Frost Cloak, Ice Spike, Ice Storm, Ironflesh, Steadfast Ward 

Cryomancer 

36 467 

383 25 

Dogger, (Staff of Ice Storm) Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Frost Clock, Grand Healing, Ice Storm, icy Spear, Ironflesh, Greater Word 

Arch Cryomancer 

46 575 

500 50 

Dagger, (Staff of Ice Storm) Mage Robes, Boots 

(Warlock Loot) 

Close Wounds, Frost Cloak, Grand Healing, Ice Storm, Icy Spear, Ironflesh, Greater Ward 


STORM MAGES 


NAME H E= § I WEAPONS ARMOR 

3 ^ 3 3 s£ 


Novice Storm Mage 


1 

SO 

100 

25 

Dogger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Sparks, Lesser Ward 


Apprentice Storm Mage 


6 

142 

158 

25 

Dagger, (Staff) 

Moge Robes, Boots 

(Warlock Loot) 

Fast Healing, Lightning Bolt, Oakflesh, Sparks, Lesser Ward 


Storm Moge Adept 


12 

192 

198 

25 

Dagger, (Sroff) 

Mage Robes, Boots 

(Warlock Loot) 

Fast Healing, Lightning Bolt, Sporks, Stoneflesh, Steadfast Ward 


Storm Moge 


19 

275 

270 

25 

Dogger, (Staff) 

Moge Robes, Boots 

(Warlock Loot) 

Chain Lightning, Fast Healing, Lightning Bolt, Lightning Cloak, Stoneflesh, Steadfast Ward 


Storm Wizard 


27 

367 

323 

25 

Dagger, (Staff) 

Moge Robes, Boots 

(Warlock Loot) 

Chain Lightning, Close Wounds, Fast Healing, Ironflesh, Lightning Bolt, Lightning Cloak, Steadfast 
Ward 


Electromancer 


36 

467 

383 

25 

Dagger, (Staff of 
Chain Lightning) 

Moge Robes, Boots 

(Warlock Loot) 

Chain Lightning, Close Wounds, Grand Healing, Ironflesh, Lightning Cloak, Thunderbolt, Greater 

Ward 


Arch Electromancer 


46 

575 

500 

50 

Dagger, (Staff of 

Chain Lightning) 

Moge Robes, Boots 

(Warlock Loot) 

Chain Lightning, Close Wounds, Grand Healing, Ironflesh, Lightning Cloak, Thunderbolt, Greater 

Ward 



THE INVENTORY 


THALWOR MLS VAMPIRES VIGILANTS OF STENDARR WARLOCKS 

<§> THE BESTIARY QUESTS ATLAS OF SKYRIM 


115 


APPENDICES AND INDEX 


NOTES 










CONJURERS 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMO! 

ITEMS 

SPELLS 

Novice Conjuror 


1 

50 

100 

25 

flagger, [Stuff) 

Mage Robes, Boots 

(Warlock Loot) 

Conjure Familiar, Flames, Oakflesh, Lesser Ward 

Apprentice Conjurer 


6 

M2 

158 

25 

Dogger, (Stuff) 

Mage Robes, Bools 

(Warlock Loot) 

Conjure Flame Atronach, Fast Healing, Homes, Oakflesh, Lesser Ward 

Conjurer Adept 


12 

192 

198 

25 

Dogger, (Stuff) 

Mage Robes, Boots 

(Warlock Loot) 

Conjure Flome Atronach, Fost Healing, Firebolt, Flames, Stonellesh, Steadfast Ward 

Conjurer 


19 

275 

270 

25 

Dogger, (Stuff) 

Mage Robes, Boots 

(Warlock Loot) 

Banish Daedra, Close Wounds, Conjure Frost Atronach, Fast Healing, Frostbite, Ice Spike, Stoneflesh, 
Steadfast Ward 

Ascendant Conjurer 


27 

367 

323 

25 

Dagger, (Staf ) 

Mage Robes, Boots 

(Worlock Loot) 

Close Wounds, Command Daedra, Conjure Storm Atronach, Expel Daedra, Fast Healing, Ice Spike, Ice 

Storm, Stoneflesh, Steadfast Ward 1 

Master Conjurer 


36 

467 

383 

25 

Dagger, (Stuff.) 

Mage Robes, Boots 

(Warlock Loot) 

Chain Lightning, Close Wounds, Command Daedra, Conjure Storm Atronach, Expel Daedro, Ironflesh, 
Thunderbolt, Greater Ward 

Arch Conjurer 


46 

575 

500 

50 

Dagger, (Staff) 

Mage Robes, Boots 

(Warlock Loot) 

Chain Lightning, Close Wounds, Command Daedro, Conjure Storm Atronach, Expel Daedro, Ironflesh, 
Thunderbolt, Greater Word 


NECROMANCERS 


NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

tjTl 

e 

SPELLS 

Novice Necromancer 


! 

soj 

100 25 

Dogger 

Necromancer Robes, Necromancer Boots 

(Warlock Loot) 

Frostbite, Raise Zambia, Lesser Word 

Apprentice 

Mecfomaner 


6 

142 

158 

25 

Dagger, (Soul Gems) 

Necromancer Robes, Necromancer Boots 

(Worlock Loot) 

Fost Heoling, Frostbite, Ice Spike, Oakflesh, Raise Zombie, Lesser Ward 

Necromancer Adept 


' 12 

192 198 

25 

Dagger, (Soul Gems) 

Necromancer Robes, Necromancer Boots 

(Worlock Loot) 

Fast Heoling, Frostbite, Ice Spike, Reanimate Corpse, Stoneflesh, Steadfast Ward 

Necromage 


19 

275 

270 

25 

Dagger, (Soul Gems) 

Necromancer Robes, Necromancer Boots 

(Worlock Loot) 

Fast Heoling, Ice Spike, Reanimate Corpse, Revenont, Stoneflesh, Turn Undeod, 
Steadfast Ward 

Ascendant 

Necromancer 


27 

367 

323 

25 

Dagger, (Soul Gems) 

Necromancer Robes, Necromancer Boots 

(Worlock Loot) 

Close Wounds, Dread Zombie, Fast Heoling, Ice Spike, Ice Storm, Ironflesh, 
Revenont, Turn Undead, Steadfast Ward 

Muster Necromancer 


36 

467 

383 

25 

Dagger, (Staff), (Soul 
Gems) 

Necromancer Robes, Necromancer Boots 

(Worlock Loot) 

Close Wounds, Dread Zombie, Grond Heoling, Ice Spike, Ice Storm, Ironflesh, 
Revenont, Turn Greater Undeod, Greater Ward 

Arch Necromancer 


46 

575 

500 

50 

Dagger, (Staf), (Soul 
Gems) 

Necromancer Robes, Necromancer Boots 

(Warlock Loot) 

Close Wounds, Dread Zombie, Grand Heoling, Ice Spike, Ice Storm, Ironflesh, 
Revenont, Turn Greater Undead, Greater Ward 


& Wisps 

Wispmothers are always found with a group of Wisps (typically 3). While the Wisps live, each grants the Wispmother a bonus to her Health, Magicka, or 
Stamina. Make sure to kill the Wisps before attacking the Wispmother directly; she is much weaker without them. When her health is low, the Wispmother 
will conjure two illusory Shades as a distraction. 


WISPS 

NAME 

SUBTYPE 


HEALTH 

MAGICKA 

STAMINA 

WEAPONS 

ARMOR 

ITEMS 

SPELLS 

NOTES 

Wisp 


1 1 

50 50 

50 



- 

Energy Sap 

Waterwalking 

Shade 


\j~ i 

36 224 

50 




Frostbite 

Waterwalking 

Wispmorher 


28 

600 300 

50 



Glowdust, Wisp Wrappings 

Ice Volley, Conjure Shades 

Speed Burst, Regeneration, Waterwalking 



Witches 

Witches are female sorcerers training to become Hagravens, and often serve under them. 






Tr.e 6 leer V 

s!<yrTm 




Wi DilUJi 


THE BESTIARY OF SKYRIM 


NOTES ■■■ ■ ■ ■ NOTES 








QUESTS 


« MAIN QUEST $> 




OVERVIEW 


The Main Quest begins the moment you start your adventure. Over the course of three acts, these quests involve some of the most important and wide-ranging events in Skyrim. Once you escape 
the town of Helgen, you are free to continue or ignore the Main Quest whenever you wish. However, it is recommended that you complete most of the first act sooner rather than later, as you're 
rewarded with several important powers (including Shouts) that can make your other adventures less fraught and more entertaining. Remember that you can completely finish the Main Quest and 
then return to tackle any other quests (or just explore) without penalty. 


NOTE Cross-Referencing: Do you want to see maps and learn more 
abut the traps, non-queskelated Items, collectibles, crofting 
areas, and other important rooms of note in every location during these quests? 
Then cross-reference the location you travel ta with the information an that 
location contained in this guide's Atlas. 


NOTE The main quest also Involves o number of Skyrim's other factions. 
For more information, consult their Quest listings. For information 
on Hodvar, Ralof, General Tullius, and Ulfric Stormdoak, consult the Civil War 
Quest Introduction. 


AVAILABLE QUESTS 


There are a total of 20 different Main Quests in three acts. Each quest leads directly into the next, as shown in the following table: 


0 

QUEST NAME 

PREREQUISITES 

ACT III 

□ 

Main Quest: The 

Fallen 

Complete Main Quest Alduin's 
Bane 

□ 

Main Quest: 
Pmrthumgxt 

Complete Moin Quest Alduin's 
Bane 


Main Quest: Season 
Unendingt 

Complete Main Quest: Afduin's 
Bane 

= 

Main Quest: The 
World-Eater's Eyrie 

Complete Moin Quest The 

Fallen 


Main Quest: 
Sovngorde 

Complete Main Quest The 
World-Eater's Eyrie 


Main Quest: 
Dragonslnyer 

Complete Mein Quest 

Sovngarde 


Main Quest: Epilogue 

Complete Main Quest 
Dragonslayer 


0 

QUEST NAME 

PREREQUISITES 

ACTI 


Main Quest Unbound 

None 


Main Quest Before 
the Storm 

Complete Main Quest 

Unbound 


Main Quest: Bleak 

Falls Barrow 

Complete Main Quest: Before 
the Storm 


Main Quest: Dragon 
Rising 

Complete Main Quest Bleak 

Foils Barrow 


Main Quest: The Way 
of the Voice 

Complete Main Quest: Dragon 
Rising 


Main Quest The Horn 
of Jurgen Windcoller 

Complete Main Quest: The Way 
of the Voice 


Main Quest: A Blade 
in the Dark 

Complete Main Quest: The . 
Horn of Jurgen Windcaller 


0 

QUEST NAME 

PREREQUISITES 


ACT II 


Main Quest: 

Complete Main Quest A Blade 

___ 

Diplomatic Immunity 

in the Dark 


Moin Quest A 

Complete Main Quest 



Cornered Rat 

Diplomatic Immunity 


Moin Quest Alduin's 

Complete Main Quest A 


Wall 

Cornered Rat 


Main Quest The 

Complete Main Quest: Alduin's 



Throat of the World 

Wall 


Moin Quest Elder 

Complete Moin Quest The 


Knowledge 

Throat of the World 

- 

Moin Quest: Alduin's 

Complete Main Quest: Elder 



Bane 

Knowledge 


NOTE t This quest is optional and can be completed at nny point after Aid win's Bane, even after the Main Quest is over, 
t This quest occurs only if the Civil War still rages across Skyrim. See its description for more details. 

The Greybeards and the Blades have their awn Faction Radiant Quests. Consult the section marked "Other Factions: Quests" on page 322 for more information. 


<S§ MAIN QUEST: ACT I §> 



UNBOUND 




INTERSECTING QUESTS: Main Quest: Before the Storm 

LOCATIONS: Helgen 

CHARACTERS: Alduin, Elenwen, General Tullius, Gunjar, Gunnar, Hadvar, Homing, Imperial Captain, Imperial Soldier, Ingrid, Lokir, Matlara, Priestess of Arkay, 
Ralof, Stormdoak Soldier, Thalmor Soldier, Torolf, Torturer, Torturer's Assistant, Ulfric Stormdoak, Vilod 
ENEMIES: Cave Bear, Frostbite Spider, Imperial Soldier, Stormdoak Soldier, Torturer, Torturer's Assistant 
0 OBJECTIVES: Make your way to the Keep, Enter the Keep with Hadvar or Ralof, Escape Helgen, Find some equipment, Loot Gunjar's body, (Optional) Search 
the barrel for potions, (Optional) Attempt to pick the lock to the cage 

m 


TRANING 


THE INVENTORY 


OVERVIEW AVAILABLE QUESTS UNBOUND 

THE BESTIARY <§> QUESTS 


ATLAS OF SKYRIM 


TSv- 


117 


APPENDICES AND INDEX 







£> Bound for the Block 

The clattering of hooves 
against cobblestone and the 
sway of the prison cart wakes 
you. Ralof, a Stormcloak rebel, 
wastes no time in talking to 
you. You're joined on this 
condemned wagon by a horse 
rustler named Lokir who hails 
from a town called Rorikstead 
and a large, imposing man who is bound and gagged. After Lokir addresses the man without 
proper respect, Ralof tells him to watch his tongue: he's speaking to Ulfric Stormcloak, the true 
High King of Skyrim and leader of the Stormcloak Rebellion against the Empire! 

The convoy continues toward the gates of Helgen, a fortified hamlet in Falkreath Hold. 

You pass by General Tullius, leader of the Imperial forces in Skyrim, and his Thalmor advisors. 
Ralof looks around the settlement, remembering his youthful indiscretions. You pass a boy 
named Homing, who wants to watch the soldiers parading in his town. His father quickly herds 
him back indoors. The wagon stops. This is the end of the line. The prisoners disembark, and 
their names are recorded. Lokir attempts to flee but is cut down by Imperial archers. An Imperial 
Soldier named Hadvar beckons you forward and asks for your name. 

<$£ NOTE At this point, you should create the precise character you wish 
to adventure as. You need only choose your character's rate, 
gender, and distinguishing features (from the size of your nose to the scars on 
your face). The only choice that affects your adventure is your race, as each 
race has specific strengths and powers. Consult the Training section of this guide 
on page 4 for more insight. For the purposes of this guide, a Mate Nord named 
Dovahkiinwas created. 

Hadvar turns to his superior 
and asks her what to do with 
you, as you're not on the list 
of captured rebels. The Imperial 
Captain tells Hadvar to ignore 
the list; you're going to the 
block. You step forward, where 
General Tullius has a rather 
one-sided discussion with 
Ulfric Stormcloak, interrupted only by a strange guttural sound in tie distance. A Priestess of 
Arkay attempts to bless the rebels before they're put to death, mentioning the "Eight Divines" 
(Thalmor law prohibits the worship of the Nordic god Talos, Tiber Septim; this infuriates the 
Stormdoaks). After the headsman swings his axe, the first rebel is beheaded, and you're 
summoned to the block just as another bellow echoes through the mountains. Resting your 
head on the block, the headsman raises his axe...and a gigantic black creature arcs through 
the skies, landing heavily on Helgen's central tower and unleashing a Thu'um (or Shout) that 
scatters everyone, both rebel and Imperial alike! 




0 OBJECTIVE: Make your way to the Keep 




The World-Eater Returns 

Amid the chaos, Ralof yells 
for you to follow him. Oblige 
him (as you're still bound, 
and dashing about in a panic 
doesn't further your cause). 
Follow Ralof as he reconvenes 
with Ulfric Stormcloak inside 
the Keep and beckons you to 
follow him up the steps. As 
you reach the Keep's second landing, a section of exterior wall comes crashing down, and the 



The Qiderfceii V 

skyrTm 



black dragon roasts the area with fire before flying out of view. Ralof tells you to leap across 
to the ruins of the town's inn. Jump across, landing in the upstairs area, then head down to 
ground level. 

The streets are filled with fire, wreckage, and panicked citizens. Hadvar is removing the boy 
Homing from danger, before recommending you follow him to (relative) safety. Shadow Hadvar 
as you both weave through the ruins of Helgen, briefly pausing to watch hapless Imperial forces 
trying to bring down the dragon. You can't help or search corpses, as your hands are still tied. 
Eventually, Hadvar brings you to the main Keep, where you both run into Ralof. After a short 
but tense standoff, they run to separate doors of the Keep and shout for you to head inside 
with them. 


0 OBJECTIVE: Enter the Keep with Hadvar or Ralof 



NOTE rN rfKR This quest splits into two parallel paths at 
v this point, Tfie general route out of Helgen 

through the Keep is the some, but your allies and enemies will be different. The 
person you join with here affects who you journey with in the next quest and 
sets you up with on alliance for the Civil War Quests to come. However, you can 
still switch sides after this quest, so it doesn't matter who you escape with, 

0 OBJECTIVE: Escape Helgen 


3> Battle Through the Keep 


Path A: Helping Hadvar 



Follow Hadvar into 
Helgen's Keep, where he 
removes your bindings 
and recommends you search 
the barracks for any weapons 
and items you can find. Step 
over to the Warden's Chest, 
which has what you need. 


0 OBJECTIVE: Find some equipment 

> Imperial Light Armor > Imperial Light Boots 

> Iron Sword > Helgen Keep Key 

After searching the room (there's a weapon on the weapon rack by the wall and more items 
in one of the other chests), Hadvar opens the wooden grating, allowing you to continue 
down a corridor to a second pull chain and grating. Equip your new weapons and armor, 
and then slaughter the Stormcloak Soldiers in the room beyond. When they are both dead, 
you can ransack their bodies for items and different equipment. Unlock the gate to the west 
and proceed. 



Path B: Rendezvous with Ralof 


6 


Follow Ralof into 
Helgen's Keep, where 
he encounters the 
remains of his comrade, Gunjar. 
After wishing him a quick 
journey to Sovngarde, he cuts 
your bonds and instructs you to 
take Gunjar's gear. 


0 OBJECTIVE: Loot Gunjar's body 




118 


QUESTS: MAIN QUEST: ACT 1 



> Iron War Axe > Stormdoak Cuirass > Fur Boots 

After inspecting both exits (which are locked), Ralof notices some incoming Imperials and 
crouches down ready to ambush them. Equip your new weapons and armor, and then slaughter 
the Imperial Captain and Soldier. When they are both dead, you can ransack their corpses for 
items and different equipment. You'll find the Helgen Keep Key on the Captain's body. Unlock 
the gate to the west and proceed. 

> Helgen Keep Key 

TIP Character Development: During either Path A or Path B, you 
should be learning all of the following: 

How to loot corpses, learning what to take and leave behind and seeing which 
items give you the best stat increases. The small triangle next to items in 
your inventory signifies that they are better than the ones you currently have 
equipped. 

How to equip weapons and armor, as well as any spells or powers you may have 
because of your race. 

What it feels like to wield a weapon, a spell, a weapon and shield, or two 
weapons. Or, take the two-handed weapon one of your enemies was carrying 
and use it. These help to increase different skills, which you can start doing 
right now! 

How to ready and sheathe your weapon(s), perform regular and power attacks, 
and block (either with a weapon or a shield). 

H You can set your Favorites to a combination of weapons and powers that you 
enjoy, and then a second set to switch between. 

You can switch between first- and third-person views to see which you prefer. 


Merged Path: Melgen Escape 

Follow your ally through the gate and down the steps. The dragon causes the roof to collapse, 
forcing you left and into a storage room. Two enemies (of the opposing faction) are in this 
chamber. Bring them both down, helping your ally as much or as little as you wish. He 
recommends you look around the room for potions; you'll need them! 

0 OBJECTIVE: (Optional) Search the barrel for potions 

IS= ill 

You can search for whatever you wish. However, simply look in the barrel indicated, collect the 
potions, and meet up again with your ally. 

> Potions ' 


Head back out into the main 
corridor (on the other side 
of the roof collapse), and 
follow your friend down into 
the torture chamber. The 
Torturer and his assistant 
(both Imperials) are fighting 
Stormcloaks in here. After the 
commotion is over, grab the 
items from the knapsack on the table, read or take the Book of the Drogonborn, and steal a 
dagger and any other weapons from the chamber. Your ally notices that one of the torturer's 
cages houses the corpse of a mage and suggests you pry open the lock. You're given lockpicks 
for this purpose. Open the lock (Novice), and take the mage's clothing and your first Spell 
Tome. Then head out of the chamber. 

> The Book of the Drogonborn > Novice Hood 

> Lockpick (12) > Novice Robes 

> Loose gear > Spell Tome: Sparks 



TIP Character Development: At this point, you should be: 

Swapping, dropping, and equipping weapons that you find 
interesting. 

Opening the two other cells to further improve your Lockpicking skill. 

Reading both books and learning the Sparks spell from the Tome. Now equip 
this spell in one of your hands if you want to try it out. 

Donning the mage's Novice Hood and Robes if their enchantment suits you 
better than your previous outfit. 


Wind your way past the prison 
cells and down the steps, and 
be ready to combat enemies in 
the two-level lower dungeon. 
You can leave your ally to 
soak up most of the damage 
or wade in yourself. There are 
some particular methods of 
tackling the foes in here: 

The terrain is narrow, meaning movement is restricted. So watch your step, as well as the 
foes armed with bows. 

Quickly take down a foe and grab a bow and some arrows. Use those on the enemy, ideally 
from range and the upper level. 

If you have a fire-based spell (because of your race), you can set fire to the pool of oil on 
the opposite side, burning some foes. 

Or you can use Sparks and weaken enemies with electrical damage from a distance. 

Follow your ally out of the lower dungeon to a bridge that he lowers using the lever (or you can 
do this if you're impatient). After crossing the bridge, a giant slab of stone crushes the structure, 
stopping you from backtracking. However, you can drop through the wreckage and follow the 
path down the rushing subterranean stream. Follow the flow of water past a skeleton (take 
its coin purse) and down into a cobweb-filled cave. It is here that you're set upon by around 
six Frostbite Spiders. Use ranged attacks to weaken them, followed by melee strikes to finish 
them; this is the best way to battle them. Leave your ally to attack his own arachnids, or team 
up and make quick work of them. 



Aftercrossingasmall natural 
bridge, your ally crouches and 
indicates the presence of a bear 
just ahead. He suggests two 
ways to get past her: sneaking 
so as not to disturb her, or 
hitting her with an arrow from 
the bow he gives you. The 
choice is yours. You can: 

Crouch (which means you're sneaking) and quietly head left (southeast) down the cave into 
a tunnel, avoiding the bear completely. 

Equip the bow (you may wish to have already set up a melee weapon or weapon and spell 
in your Favorites to quickly swap to), fire up to three shots before she reaches you, and 
then finish her off with your ally's help. 

Use the weapons or spells you prefer to take down the bear. You may want to invoke your 
racial power in this fight, if it helps. Wood Elves, in particular, can use Command Animal to 
simply turn the bear into an ally and walk right by. 

Or simply sprint past the bear and down the tunnel as quickly as possible. 

> Long Bow > Iron Arrow (12) 

Quest Conclusion 

After the bear encounter, the cave narrows to a winding tunnel, with light streaming from the 
far end. This is the way out! Main Quest: Before the Storm begins immediately. 






THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





BEFORE THE STORM 




PREREQUISITES: Character Generation, Complete Main Quest: Unbound 

INTERSECTING QUESTS: Main Quest: Unbound, Main Quest: Bleak Falls Barrow, Side Quest: The Golden Claw 
LOCATIONS:, Helgen, Riverwood, Alvor and Sigrid's House, Hod and Gerdur's House, Whiterun, Dragonsreach 

CHARACTERS: Alvor, Dorthe, Frodnar, Gerdur, Hadvar, Hilde, Hod, Irileth, Jarl Balgruuf the Greater of Whiterun, Proventus Avenicci, Ralof, Sigrid, Sven 
ENEMIES: Rabbit, Wolf 

0 OBJECTIVES: Talk to Alvor in Riverwood, Talk to Gerdur in Riverwood, Talk to the Jarl of Whiterun 

4 


| 3 > A Wander Down to Riverwood 



You emerge into the bright light of Falkreath Hold, north of the still- 
shouldering ruin of Helgen. You and your companion watch as the dragon 
responsible for disrupting your execution flies away to the north. 




❖ 

This is Hadvar. You 
will follow him if 
you befriended this 
Imperial soldier while 
escaping Helgen. 


6 

This is Ralof. You 
will follow him if 
you befriended this 
Stormcloak operative 
while escaping Helgen. 


Speak to him so the objective updates. At this point, you can: 

0 Follow him down the hillside, which is advisable if you want to complete this quest. 

0 Head off alone, ignoring him: To continue this quest, simply meet up with Hadvar's or 
Ralof's contact in Riverwood, or journey to Whiterun and speak to the Jarl there. 

Civil War: The lands of Skyrim are engaged in a fierce Civil War between the 
Imperials and Stormdoaks. In fact, if you decide to begin the long and bloody 
routing of the faction you oppose, consult the Civil War Quests elsewhere in this 
guide. The Civil War can affect some of the Main Quest after this quest, but only 
if you've made decisions during the Civil War Quests. Such variations are flagged 
throughout the Main Quest. If applicable, they give you ample time to side with 
your Faction if you wish. 



0 


OBJECTIVE: Talk to Alvor in Riverwood 



0 OBJECTIVE: Talk to Gerdur in Riverwood 
♦ TARGET: Your friend's contact, in the town of Riverwood 



Follow your friend down the 
hillside. He points out the 
ominous ruins on the river's 
opposite side: Bleak Falls 
Barrow. Continue to the edge 
of the White River, which flows 
from Lake llinalta to the west. 
Your friend is talking about the 
current situation regarding your 
chosen Faction when a couple of wolves interrupt him. Join in the attack, or watch your friend 
defeat them. Then follow the path along the riverbank and into Riverwood, which is on the 
edge of Whiterun Hold. 


<$u TIP Roaming Around: Investigate any nearby Primary Locations on 
your way to Riverwood. Either before or after you reach Riverwood, 
be sure to inspect the Guardian Stones and perhaps fight off a few bandits inside 
Embershard Mine. You can also spot salmon leaping the rapids, try the bow and 
shoot a rabbit or two, and pick any wildflowers or other ingredients growing 
nearby. Consult the guide's Atlas Chapter {beginning on page 414 ) to see every 
nearby location, and what each contains. 

NOTE Compass; Nearby Primary Locations are black on your compass. 

After you discover them, they change to white. Once you "clear" 
them, this is flogged on your world map. Remember that "cleared" doesn't 
mean "ransacked"; you can leave the treasures inside a dungeon, and your map 
will still mark it as cleared. 


Enter Riverwood, where 
Hadvar beckons you to 
meet his uncle. Head to the 
blacksmith's, where Uncle 
Alvor is hammering away in 
his forge. He seems confused 
and troubled by his nephew's 
appearance and is convinced to 
head inside his house to talk. 
Sigrid (Alvor's wife) will prepare some vittles; it looks like you could use some sustenance. 

Head inside Alvor and Sigrid's House. Hadvar tells of his assignment to General Tullius's 
guard and the dragon attack in Helgen. Alvor accuses Hadvar of being drunk, saying the 
dragons were wiped out long ago. Hadvar finishes the story, telling Alvor that he owes his life 
to you. Hadvar wishes to leave for Solitude, but you both need food and a place to stay. Alvor 
offers you a gift, while his daughter Dorthe watches silently. You can take any or all of the 
items offered. Then Alvor turns to you: Riverwood needs your help. Jarl Balgruuf of Whiterun 
needs to know if there's a dragon on the loose, as Riverwood is defenseless against it. Soldiers 
must be sent here. Your Quest Objective updates, along with your map, and you can ask Alvor, 
Sigrid, or anyone else further questions before you leave. 

> Gift 

{0) Stormdoaks: Gerdur and Hod 

Enter Riverood, where 
Ralof walks around the 
left (northern) side of the 
Blacksmith's to meet his sister. 
Sven and his mother, Hilde, 
can be heard arguing about the 
dragon she saw. Ralof shouts 
a greeting to his sister Gerdur, 
who is delighted to see him. 





The B'.der S ctojIs' V 

skyrTm 


120 


QUESIS MAIN QUEST: ACT 1 


She seems concerned, especially after learning that Ulfric Stormdoak had been captured. She is 
convinced to move to a quieter area away from eavesdroppers. She yells for her husband, Hod. 

By the river, Hod and Gerdur (and later, Gerdur's son Frodnar) listens to Ralof as he 
recalls the ambush by the Imperials outside Darkwater Crossing. It was as if they knew the 
Stormcloaks were there. After narrowly escaping the headsman's block, and after a mistrial for 
Ulfric, a dragon appeared over Helgen and inadvertently saved them! Now you both need food 
and a place to say. Gerdur offers you a key to her home, and a gift. Then she tells you that 
Riverwood is defenseless, and Jarl Balgruuf of Whiterun needs to know if there's a dragon on 
the loose. While Ralof and his relatives head back to Gerdur's home, you can follow them or 
set off. Your Quest Objective updates, along with your map. You may also ask Gerdur, Hod, or 
anyone else further questions before you leave. 

> Key to Gerdur's House > Gift 

TIP Although you may choose one gift, it is advisable to take 

everything: The items you don't need you can sell at the Riverwood 
Trader across the thoroughfare. At the very least, take the Potions of Minor 
Healing; they are most useful. 

<$£ NOTE Talk Is Cheap: You are encouraged to speak to any of the 

townsfolk. Some have problems or tasks you can solve (known os 
Favors). Some offer a background to this realm. A few may embroil you in local 
politics. Others won t even give you the time of day. All of these conversations 
ore optional. 

Sleep Is Cheaper: You are fortunate that your friend's relatives have o place 
in Riverwood that you can return to. Sleep in a bed to refresh you, until you find 
other accommodation. Fast-Travel back to Riverwood to relieve your fatigue, 
aches, ond pains. 

Crofting Makes You Money: Alvor has a forge and other blacksm [thing 
tools. Or try out the Alchemy Lab in the Sleeping Giant Inn just up the road. 

Quest Objectives: The Quest menu lists the active quests ond the related 
objectives, and it keeps Track of miscellaneous objectives, or more minor tasks 
you can optionally try. To prevent confusion, use the Toggle Active feature In the 
Quest menu, and select only the quests you're interested k Also, you can click 
over to the Objectives submenu and use the Show on Map feature so you know 
exactly where you're going. 

Intersecting Quest: These are quests that take place in the main location 
you're currently in or will be visiting. We list them in this guide so you don't 
have to backtrack much. In this particular case, Side Quest: The Golden (low 
is available if you visit the Riverwood Trader ancTspeak to Lucan or Camilla 
Valerius, You can do this before or after the start of the next Main Quest: Bleak 
falls Barrow. 

f»j> The Fortress-City of Whiterun 

0 OBJECTIVE: Talk to the Jarl of Whiterun 
♦ TARGET: Jarl Balgruuf, inside Dragonsreach, in Whiterun 

You must now make your way 
to Whiterun, the capital to the 
north. The optimal route is to 
cross the bridge as you exit 
Riverwood, follow the path 
with the waterfall rapids to 
your right (east), and begin 
a hill descent. You may have 
a World Encounter on the 
way down. Take the left (west) path at the two bridges, on the opposite side of the stream 
to Chillfurrow Farm, and pass the Honningbrew Meadery. You may hear the sounds of combat 
coming from the outskirts of Pelagia Farm; a giant has lumbered into this area, and a group of 
fighters called The Companions is fighting it. 


NOTE You can help the fighters out and begin The Companions Quests 
if you wish. 

Make your way past the 
Whiterun Stables and then up 
the hill, over the drawbridge, 
and to the main Whiterun 
gate. As you approach, a guard 
stops you; the city is closed 
with the news of the dragons 
spreading faster than you can 
travel. You can: 

0 Tell the guard that Riverwood calls for the Jarl's aid. This is the optimal plan, and only 
available with this quest active. 

0 (Persuade) Or you can tell the guard you have news from Helgen about the dragon 
attack. 

0 (Bribe) Or bribe the guard with a portion of your collected gold. 

0 (Intimidate) Or order the guard to stand aside. 

Once you're inside the walls 
of Whiterun, there is much to 
do and see. Don't worry about 
roaming this city, entering 
buildings, and interacting 
with the locals. But once you 
decide to complete this quest, 
head north, up to the hilltop 
that the city sits on, past the 
Gildergreen Tree (part of the Kynareth Temple), and the Shrine to Talos. Climb the stone steps 
to discover Dragonsreach, home of the Jarl. 

Walk toward the huge central 
fire on either side of the 
banquet tables. The inhabitants 
of Dragonsreach are a little 
on edge. As you step forward, 
you are met by Irileth, Jarl 
Balgruuf's Housecarl. Explain to 
her that you're here to see the 
Jarl; you can be as forthright or 
secretive with the information, depending on how annoyed you wish Irileth to be. After a stare- 
down, the Jarl requests your presence. Speak to him about the dragon that destroyed Helgen. 

Begin to tell the Jarl your tale; your responses result in the same course of action 
(assuming you don't go mad and launch into an attack inside Dragonsreach): 

If you mention Alvor, Jarl Balgruuf notes that he's a reliable, solid fellow and not 
prone to flights of fancy. 

If you mention Gerdur, Jarl Balgruuf says that she's a pillar of the community and 
not prone to flights of fancy. 

This gives more credence to your story. You can give the Jarl as many personal details as you 
wish in the course of his questioning and your story. After a discussion in which Irileth wisely 
asks for troops to be sent to Riverwood immediately, Proventus Avenicci (the Jarl's steward) 
warns that the Jarl of Falkreath may see this as provocation. 


The Jar! of Whiterun and bis court can be attacked hut not CAUTION 

killed. It is unwise to shed their blood, as you're likely to he 
overwhelmed. If you employ violence, accidental or otherwise, return here after 
three 3 (or more) days to recommence talks. 









121 


ITUS OF SKYR1M 


THE INVENTORY 


BEFORE THE STORM 

THE BESTIARY <$> WESTS 


APPENDICES AND INDEX 




Quest Conclusion Postquest Activities 

After Avenicci slinks off to tend to other duties, Jarl Balgruuf thanks you for your initiative Main Quest: Bleak Falls Barrow begins immediately, 

and gives you a small token of his esteem, based on whichever Armor Skill (Light or Heavy) 
is higher. 

> Leveled Armor 



BLEAK FALLS BARROW 



PREREQUISITES: Complete Main Quest: Before the Storm 

INTERSECTING QUESTS: Main Quest: Before the Storm, Main Quest: Dragon Rising, Side Quest: The Golden Claw 
LOCATIONS: Bleak Falls Barrow, Bleak Falls Temple, Bleak Falls Sanctum, Riverwood, Sleeping Giant Inn, Whiterun, Dragonsreach 
CHARACTERS: Camilla Valerius, Delphine, Farengar Secret-Fire, Jarl Balgruuf the Greater of Whiterun, Lucan Valerius 
ENEMIES: Arvel the Swift, Bandits, Draugr, Frostbite Spider, Frost Troll, Skeever 
0 OBJECTIVES: Talk to Farengar , Retrieve the Dragonstone, Deliver the Dragonstone to Farengar 




Reliable Sources 



At the end of your conversation 
with Jarl Balgruuf the Greater, 
he asks you to consult with 
his court wizard, Farengar 
Secret-Fire. Follow the Jarl 
into Farengar's study, where 
the Jarl introduces you. 
Farengar has a job for you 
almost immediately: to delve 
into a dangerous ruin in search of an ancient stone tablet. Ask for further information, and 
Farengar explains you're to look for something called a "Dragonstone," a tablet said to contain 
a map of the dragon burial sites across Skyrim. Farengar believes the stone is interred in the 
main chamber of Bleak Falls Barrow, and he has "reliable sources" that have confirmed as 
much. Before you leave, you can speak to Farengar about a variety of topics to gain a deeper 
understanding of his role in the Jarl's court. 



TIP Intersecting Quest: Bleak Falls Barrow is the main location for 
Side Quest: The Golden Claw. You actually begin this quest, too, once 
you enter the Barrow. For more information, consult the "Side Quest: The Golden 
Claw" section later in this guide; begin at the Riverwood Trader and speak to the 
proprietors, Lucan and his sister Camilla Valerius. 


£> Unreliable Bandits 



Head up the mountain path 
north of Riverwood, passing 
the Riverwood Folly (where 
bandits roam). At the summit, 
the Nord tomb appears through 
the blizzard. Expect more 
bandit activity in this area. 
Locate the arched carved door 
leading into Bleak Falls Temple. 
Inside the first chamber, you hear two bandits around a campfire talking about a Dark Elf 
heading farther into the Barrow. End their conversation swiftly before venturing down the stairs. 


<& NOTE If you've already explored Bleak falls Borrow and found the 
Dragonstone, you can simply inform Farengar and hand it over, 
shortening this quest considerably. Skip to the "Quest Conclusion" section for 
your next actions* 


0 OBJECTIVE: Retrieve the Dragonstone 
♦ TARGET: Dragonstone, on Draugr Lord, inside Bleak Falls Barrow 


<§|) NOTE Traveling Options: At this point, you have three possible 
options to reach Riverwood, which is the closest place to Bleak 
Falk Barrow that you've already visited. You can: 

0 Trek there on foot. This takes longer, hut you receive more experience from 
any encounters along the way. 

0 Head down to the Whilerun Stables and purchase a horse. This is faster, and 
occurs In "real time," but horses are pricey. 

{ Or bring up your world map and Fast-Travel back to Riverwood. The last 
option avoids combat but also any encounters. 

Taking a carriage from Whiterun Stables is not an option, os these trips only take 
you to Hold Capitals. 


Pass through the spiderwebs 
and the burial urns, and around 
the dead Skeever. Engage 
another bandit on your way to 
a ceremonial entrance room. A 
portcullis blocks your path, and 
the lever nearby is currently 
inactive. In the alcoves to the 
left are a trio of three-sided 
pillars. Approach the first; they can be activated. Each side has a different animal carving: the 
Hawk, Whale, and Snake. 

Puzzle Solution: Rotate the pillars so a Snake, Snake, and Whale face out. The carved 
Nord heads above the portcullis (and the fallen middle one) hold the answer in their maws. 

NOTE (Sneak) If you're remaining unseen as you move through this 
Barrow, you can Mow the third bandit into the ceremonial 
entrance room and activate the lever on the ground, tie succumbs to the dart 
trap Immediately. 



122 


vf 


Tre 6lder V 


SKYRIM 




QUESTS: MAIN QUEST: ACT 1 




SSd* Still* 




Descend the spiral steps 
beyond, battling a few 
Skeevers on your way down. 

As the thick spider silk begins 
to cover the walls, you hear 
a voice up ahead and to your 
left. Cut through the doorway 
covered in webbing, and enter 
the lair of a Giant Frostbite 
Spider. Attack the arachnid before venturing toward the trussed-up Dark Elf — one of the bandits 
from the raiding party you slaughtered previously. This is Arvel the Swift, who is carrying a 
Golden Claw, which is pertinent to both this quest and the Side Quest. He quickly tells you 
he knows how it fits into the door in the Hall of Stories. The bandit is babbling. But he needs 
cutting down first. Oblige him. 

After a couple of weapon swipes (or magical blasts), Arvel's sticky prison gives way. 

He immediately flees, laughing that he won't be sharing his treasure with the likes of you. 

This is correct, but that's due to his imminent departure from this realm. This can be by your 
hands— a quick arrow or two in the back or other ranged attack— or by the denizens that lurk 
deeper in this crypt. 


— 

It isn't wise to rush offer Arvel; you'll soon catch up with CAUTION Qfe> 
him, and it is better to be prepared rather than rush 
headlong into on unknown chamber. 


£> Knee-Deep in the Nordic Dead 

Follow Arvel, passing through 
the crypt entrance and down 
into the catacombs. The Swift 
soon meets the dead, as Arvel 
falls under a flurry of Draugr 
attacks. The Nord undead 
now turn their attention to 
you. Battle them back or run 
north toward the open spiked 
gate and pressure plate. Keep to the extreme left, and you can activate the swinging gate trap 
without being hit. Use it as a skewering device against the Draugr; then search Arvel. Among 
his belongings are the Golden Claw and the Dark Elf's journal. Read it for more clues on this 
Barrow's secret. ‘ A 

> Golden Claw > Arvel's Journal 

Continue downward, battling Draugr and searching corpses, both resting and animated, as 
you go. At the swinging blades, sprint forward the moment the closest blade swings past you. 
Brandish your weaponry but don't be overzealous with fire in the passageway with puddles; 
this is actually oil leaking from a hanging lamp, and the corridor erupts if flames touch the 
ground. Use this as a trap against your bony foes. 

Eventually, you climb steps into a tall chamber with a waterfall, and another Draugr. 

The Barrow's secret lies past a portcullis above the rushing stream. Locate the chain next to 
the portcullis and activate it before splashing down the stream and into a larger cavern with 
an opening at the far end. Head to a natural bridge below the waterfall, or stand atop the 
waterfall and fire down on the enemy below (this is either a Draugr or a Frost Troll). By the 
bridge, optionally scavenge on the curved path below. Then follow the path into the illuminated 
entrance to Bleak Falls Sanctum. 

Open the Sanctum doors, and 
weave your way to a bladed 
corridor. Coax the Draugr 
beyond into this trap before 
dashing through it, into the 
Great Chamber. Expect attacks 
from Draugr bowmen on the 
bridge above and melee strikes 


from the ground. Remember 
you can drop oil lamps and 
burn these foes as you head 
over the bridge and to the 
Iron Door leading into the long 
Hall of Stories and to a Nordic 
Puzzle Door. 

Puzzle Solution: The 

door consists of three "rings" 
that rotate when you activate them. Each of them has three animals plated into the structure, 
and you unlock the central keyhole by using the Golden Claw itself. This puzzle is inaccessible 
without it. The puzzle solution is actually on the palm of the Golden Claw; rotate it in your 
inventory to see the three circular petroglyph carvings on the Claw's palm. Move the rings so 
the Bear, Moth, and Owl appear on the outer, middle, and inner rings, respectively. Then insert 
the Golden Claw into the keyhole. 


£> Guardian of the Dragonstone 



This reveals the Barrow's 
secret at last: a ceremonial 
burial grotto with waterfalls 
surrounding the long-forgotten 
chamber. Move to the carved 
stone center, and check the 
chest and scavenge what you 
need; then inspect the Word 
Wall, where you're granted 
a Word of Power! However, this stirs a toughened Draugr from his rest, and you must defend 
yourself from this final Barrow guardian. After the fight, inspect the corpse of the Draugr; he is 
carrying the Dragonstone you seek! Grab this before taking the staircase on the chamber's left 
side, activating the handle to raise a secret stone slab door out in an upper Barrow alcove, and 
then exit out into Skyrim. 

> Word of Power: Unrelenting Force > Dragonstone 

0 OBJECTIVE: Deliver the Dragonstone to Farengar 
♦ TARGET: Farengar Secret-Fire, Dragonsreach, in Whiterun 


TIP The Golden Claw: Remember you still have it ! If you want to 
complete the Side Quest, too, return it to Lucan in the Riverwood 
Trader first. He rewards you with a large sum of gold (the amount you receive 
depends on your level). 

NOT! Shouts are made up of Words of Power, and the one you've 

absorbed from the Word Waif may be your first. If you open the 
Mngic Menu, youll see that you can't use or equip It until you've absorbed a 
Dragan Soul from a dragon you've killed. Be patient —that will happen soon 
enough. 







TRANING 


THE INVENTORY 


BEFORE THE STORM BLEAK FALLS BARROW 

THE BESTIARY S QUESTS AM OF SKYRIM APPENDICES AND INDEX 



TIP Equipping for Adventure: At this point, it is worth learning how to strengthen your resolve, spend your gold, or barter your unwanted equipment. You can: 

0 Visit Riverwood and purchase or barter at the Riverwood Trader. Locate Alvor the Blacksmith for all your smithing needs. Visit the Sleeping Giant Inn and locate the Alchemy 
Lab Lab to craft some potions. 

0 Visit Whiterun and peruse the market area, which has various stalls, shops, and a Blacksmith. Farengar Secretaire also has a handy Enchanting Workbench and sells spells. 


Quest Conclusion 

Return to Dragonsreach (the quickest way is to 
Fast-Travel directly to it), and immediately consult 
with Farengar. If this is the second time you've visited 
him, he is joined in his study by a mysterious hooded 
figure named Delphine— possibly the "reliable 
source" he referred to earlier. He is talking about the 
cross-referencing of texts that mention dragons. Finally, 
Farengar turns to you, impressed that you didn't die 
in the Barrow. As you hand over the Dragonstone, he 
says that you're a cut above the usual brutes the Jarl sends his way. Speak to the Jarl for your reward, which occurs 
during the initial conversations of the next quest. 



< ^ 


MOTE If you a tread y had the Dragonstone prior 
to this quest and visited Farengar only 
once, Delphine isn't here. Don't worry — yau 1 ll meet her 
soon enough! 


Postquest Activities 

Main Quest: Dragon Rising begins immediately. 


DRAGON RISING 


PREREQUISITES: Complete Main Quest: Bleak Falls Barrow 

INTERSECTING QUESTS: Main Quest: Bleak Falls Barrow, Main Quest: The Way of the Voice 

LOCATIONS: Western Watchtower, Whiterun, Dragonsreach 

CHARACTERS: Farengar, Hrongar, Irileth, Jarl Balgruuf the Greater, Proventus Avenicci, Whiterun Guard 
ENEMY: Mirmulnir ("Loyal Mortal Hunter") 

0 OBJECTIVES: Talk to Jarl Balgruuf, Meet Irileth near the Western Watchtower, Kill the dragon, Investigate the dragon, Report back to Jarl Balgruuf, (Optional) 
Use your new Shout power 

EP 


£> All Along the Watchtower 

0 OBJECTIVE: Talk to Jarl Balgruuf 


j£h 


As you finish your conversation 
about the Dragonstone with 
Faiengar, Irileth interrupts you 
with some troubling news: 

A dragon has been sighted 
nearby! Farengar seems 
positively giddy, while Irileth 
seems unsure if they could stop 
an attack on Whiterun. Locate 
the Jarl, who is questioning the Whiterun Guard who reported seeing the beast. Jarl Balgruuf 
orders Irileth to bolster the Western Watchtower with more men, a plan Irileth is already 
undertaking. Then the Jarl turns to you, seeking your help once again. Your experience at 
Helgen means you're most experienced in dealing with dragons. As a token of his esteem, he's 
instructed Avenicci that you're permitted to purchase property in Whiterun. Assuming you're 
alive and have enough gold! You're also gifted something from the Jarl's personal armory: 



> Leveled Armor 


[4^. 


0 OBJECTIVE: Meet Irileth near the Western Watchtower 


NOTE Property Purchasing: Locate Avenicci (he J s usually within 
the walls of Dragonsreach, and within whispering distance of 
the Jarl), ideally after you return from your dragon slaying. A house is quite 
expensive— 5,000 gold pieces— so be sure to have enough funds. Consult the 
Thane Tasks for further information. 


124 


& 

V7 


TIP Weaponry Purchasing: At this point, consider purchasing 
additional supplies, especially Healing potions (if you aren't 
using Healing spells), and utilizing your "Favorites" to set up both long- and 
melee-range offense. 

As the Jarl prevents Farengar 
from viewing the dragon, exit 
Dragonsreach. If you stride 
through Whiterun with Irileth, 
she gathers some Whiterun 
Guards and explains the 
situation. Or you can leave 
Whiterun. Follow the stone 
path that winds between the 
tundra plains, heading for the lone tower in the middle distance. As you get close, step up to 
Irileth who is hiding behind a rocky outcrop. If Irileth is behind you, you can either waitfor her 
(and the soldiers) to arrive, or investigate the Watchtower on your own. 

NOTE in fact, you con skip talking to the Jarl entirely. As soon as Irileth 
interrupts Farengar, you can go directly to the Watchtower and 
trigger the dragon attack after approaching the survivor. Irileth will arrive with 
troops as the battle begins. 

If she's with you, Irileth notes that the Western Watchtower looks to have been ferociously 
attacked. The small fires and rubble confirm this assertion. She believes the dragon is still 
skulking nearby and orders you to spread out and look for survivors. 



The Side.- /Scrolls V 

S KY RIM 


QUESTS: MAIN QUEST: ACT 1 




m 


wmmmmm 



A closer inspection supports Irileth's summation; the place has been struck and lives lost. 
Move into the tower. As you enter, a fearful Whiterun Guard yells that the beast is still out there 
and has already taken two guards named Hroki and Tor when they tried to flee! Moments later, 
a bone-shaking roar announces the return of the dragon! 

0 OBJECTIVE: Kill the dragon 

£> Dragonborn Rising 

There's little time to watch the 
giant lizard circling overhead; 
you must try to kill the creature 
as proficiently as possible. 

Dragon Slaying: Switch 
to whatever long-range 
offensive weaponry you have, 
ideally ranged magic or a bow 
and arrow. 

You are fortunate that 
Irileth and a few Whiterun 
Guards are attempting to strike 
the dragon, too, thus keeping 
it from predominantly attacking 
you. Irileth's magic is strong, 
so aid her by attacking from an 
opposite direction. Split up so 
there are fewer of you to fry at 

If you're using a bow and arrow, remember to aim (and slow time, if you have the perk) 
for a better chance to hit. 

This dragon breathes fire, so consuming potions or casting magic that lessens fire-based 
damage (see The Inventory Chapter on page 70) is a good idea. 

When the dragon drops to a hover, it is usually preparing a gout of fiery breath. Take as 
many ranged shots as you deem safe, and then rush under or around the creature. Fire again as 
the dragon flies off. 

When the dragon lands, attack from the sides; ranged attacks are still just as strong, but 
melee attacks are now possible, as long as you try cutting down the dragon between breath 
attacks or from the side. * £ 

If worse comes to worst, flee into the tower and use some Health potions. You can also 
attack from the tower's top or use the stairs to head down, out of the dragon's breath attacks. 

0 OBJECTIVE: Investigate the dragon 

— m 



Approach the dead dragon. As you get close, it begins to burn! Fortunately, this isn't harmful; in 
fact, the crackling flesh merges into the ethereal soul of the dragon, and a maelstrom of energy 
and light whirls around you. You're actively absorbing the soul of Mirmulnir! Once the light 
subsides, search the dragon for some valuables. Now approach Irileth. The normally stoic Dark 
Elf is showing a little emotion after this battle. 

> Dragon Soul Absorbed 

0 OBJECTIVE: Report back to Jarl Balgruuf 
0 OBJECTIVE: (Optional) Use your new Shout power 


With a keen eye, it appears the dragon that attacked Helgen CAUTION Gj|> 
is not the one you just fought. This means that mare than 
one dragon has returned— a bigger problem than first thought! 


Access your Magic menu, scroll down to Shouts, and equip the Unrelenting Force Shout. You 
have the Dragon Soul necessary to conjure this Shout, so try it out. It isn't wise to do this 
on your allies (although they won't attack back), so try staggering a nearby enemy or just 
yelling at the tundra itself. Your Shout then recharges; note the Compass gradually fills from 
blue to bright white before becoming a normal white color. With Irileth taking command at the 
Watchtower, you should leave for Jarl Balgruuf's at once. 

Quest Conclusion 

Return to Dragonsreach and approach the Jarl, who has recently been joined by his equally 
imposing brother, Hrongar. Explain to the Jarl that you're actually "Dragonborn" and that you 
absorbed some of the dragon's power when it was slain. Jarl Balgruuf is shocked; it appears 
that the Masters of the Way of the Voice— known colloquially as the Greybeards— were not 
only correct in their predictions, but also are actively summoning you. Your reward? A trek to 
meet them! 

Postquest Activities 

Continue the conversation with Jarl Balgruuf as Main Quest: The Way of the Voice begins. 




THE WAY OF THE VOICE 



PREREQUISITES: Complete Main Quest: Dragon Rising 

INTERSECTING QUESTS: Main Quest: Dragon Rising, Main Quest: The Horn of Jurgen Windcaller 
LOCATIONS: High Hrothgar, Ivarstead, High Hrothgar Courtyard, Whiterun, Dragonsreach 

CHARACTERS: Hrongar, Jarl Balgruuf the Greater, Lydia, Master Arngeir, Master Borri, Master Einarth, Master Wulfgar, Proventus Avenicci 
ENEMIES: Bandit, Frost Troll, Sabre Cat, Wolf 

0 OBJECTIVES: Speak to the Greybeards, Demonstrate your "Unrelenting Force" Shout, Speak to Arngeir, Learn the Word of Power from Einarth, Demonstrate 
your "Unrelenting Force" Shout (3), Learn the Word of Power from Borri, Demonstrate your "Whirlwind Sprint" Shout, Speak to Arngeir for further training 

fe 



BLEAK FALLS BARROW DRAGON RISING THE WAY OF THE VOICE 





THE INVENTORY 


THE BESTIARY 


QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 


£> Arise, Thane of Whiterun 


A 



Continue to speak with Jarl 
Balgruuf about the Greybeards. 
He informs you that these 
venerable monks live in 
secluded isolation high on the 
slopes of the Throat of the 
World (the largest mountain in 
Skyrim). They have the ability 
to focus your vital essence into 
a Thu'um, or Shout, and they give you the location of their monastery in High Hrothgar— atop 
a 7,000-step climb! After a verbal altercation between Hrongar and Proventus Avenicci over 
Nordic sacred traditions, Jarl Balgruuf grants you the greatest honor within his power: You are 
named Thane of Whiterun. You also receive a weapon from the Jarl's armory and a Housecarl 
of your own. 

> Axe of Whiterun > Follower: Lydia (Housecarl) 

<§£ NOTE Followers: Lydia may be your first Follower. You may take 

her with you on your trek or journey there alone. Lydia remains 
in Drogonsreach until you instruct her to accompany you on any adventure. 
Although you have an adept bodyguard, your Follower requires armor and 
weaponry. Far more information on Followers, consult page 62. 

Becoming Theme: This b an accomplishment to be proud of. Your new 
title means you're treated with the utmost respect by the guards and many 
inhabitants of the city of which you're Thane. You can also purchase property in 
the city. For more information, consult page 404. 

II you ignored this meeting with the Jarl and trekked to High Hrothgar first, the 
Jarl will he here to reward you when you return. However, you da not witness 
the tension between Hrongar and Proventus Avenicci. 



J*> Journeying to Ivarstead 

The route to High Hrothgar 
Involves a lengthy, spiraling 
journey clockwise around the 
base of the throat of the World, 
the first stop along this path 
is at the base of the 7,000 
steps, in the town of Ivarstead. 
exit Whiterun and trek east, 
passing the Honningbrew 
Meadery. Cross the stone bridge over the White River, and follow the marked signpost to 
ivarstead. Continue along this stone path past a few encounters with wolves to a fork in the 
paths. At this point, you can choose one of two recommended routes to Ivarstead: the long and 
winding road or the short and steep trail. 

The Long and Winding Road 

You may continue along the 
marked path, ignoring the track 
up to the Giants of Guldun 
Rock. Prepare to pay a toll (or 
fight) at the bandit-infested 
Valtheim Towers. Then descend 
past the waterfall, along the 
same path past some drystone 
walls and the stone trilithon 
at the base of a stepped side path indicating the entrance to Hillgrund's Tomb. Cross the bridge 

AA m .erSc " oils V 

W s!<yrTm 




over Darkwater River and journey south (and southeast), right past Fort Amol. Head over 
another bridge close to a waterfall and continue along the stone path. Beware of more animal 
encounters, including a Sabre Cat or two! Head over another bridge, next to an even-more 
impressive waterfall, and trek east up a hill, where the stone path deteriorates. 

The path soon turns southwest, up a long, steep slope, past Snapleg Cave. Continue 
southwest, ignoring the bridge. Head into birch woodland where Sarethi Farm is located. Expect 
elk, deer, a hunter's tent or two, and a view of Lake Geir from the bridge over the Treva River. 
Continue farther into the forest as the path winds west, past a junction and more drystone 

Honeystrand Cave. You finally 


Or you can try this shortcut. 
Follow the path around to the 
right (east) just after you pass 
White River Watch, and come 
up to The Ritual Stone on your 
left. Cut south close to the 
Whiterun stormcloak camp, 
and up through the snowy 
foothills of the mountain, up 
an unmarked goat trail. Be sure you're traveling southeast up a steep embankment and into 
the snow. This levels out eventually, after you make several zigzags up very steep terrain above 
the snow line. Pass a few goats as the trail levels out and then quickly descends, joining a more 
recognizable trail. Head southeast and over the brow of the hill and past a copse of birch trees 
to the rushing rapids of Darkwater River. Cross the river, listening for the strange chime of a 
Nimroot growing around the corpses of a Troll's victims at Darkwater Overhang. Fight or flee 
from the Troll, then trek up the left side of the roaring waterfalls and into Ivarstead. 


Climbing directly up the mountain's side to reach High CAUTION 
Hrothgar quickly results in you becoming stuck or falling to 
your death. 


TiP Making Inroads: At this point, you should have learned that 

taking a long road to an important objective (in this case, Ivarstead) 
isn't a journey wasted, as you uncover several Primary Locations along the way. 

You can explore these immediately or at your leisure. You should also learn that 
using the paths, trails, and rivers is the best way to understand and remember 
where you are in the rugged lands of Skyrim. 

Rood Markings: Both signposts and markers {the collections of stacked flat 
stones, sometimes with a primitive flag attached to them) are visual notes that 
indicate a nearby area of interest. Look for them. 

£> 7,000 Steps Above Ivarstead 

Ivarstead is a slightly 
depressing place. The 
inhabitants are leaving for 
the greener (or at least, less 
snowy) pastures of Riften. 

You can stay and chat with 
the locals (mainly about 
their troubles or the supplies 
they need to send up to the 
Greybeards), or listen to them talk about the path up to High Hrothgar; they don't think the 
7,000 steps are safe. You'll find out soon enough! 

Your pilgrimage begins at the other side of the stone bridge. Almost immediately, you spot 
a small shrine. Inspect it more closely, and you'll see an Etched Tablet carved into the shrine 
arch. Read the emblem for the first of ten verses detailing the history of dragons and man. 



walls. Then turn right (northwest) at the small stone ruins near 
reach Ivarstead after crossing another stone bridge. 

The Short and Steep Trail 



126 


QUESTS: MAIN QUEST: ACT 1 


Follow the winding path: 
At the second shrine, you may 
find a hunter named Barknar 
praying. He tells you to watch 
for wolves. You're now at 
the edge of the snow level. 
Continue up the precarious 
path: Expect a couple of wolf 
attacks along the way. The 
third shrine is nestled on a small snowy plateau. Follow the path down and up two sets of 
snowbound steps; remain on the side of the mountain, as the drop is precipitous. The fourth 
shrine is near some stab stones and a small copse of fir trees. You may find another traveler at 
this shrine, a pilgrim named Karita. 

Use the marker stones as you wander up, into a granite gully. A Frost Troll is likely to be 
guarding this area, leaping down to maul you. Retaliate or run. The fifth shrine is just beyond 
the Frost Troll ambush. The blizzard is worsening; trek north down the snow steps, passing a 
few windswept trees to the sixth shrine, in front of a stone marker. Continue north and locate 
the seventh shrine jutting out to the west, on a precarious promontory. If you could see it, you'd 
be looking out across southern Eastmarch. Turn north, and look for the eighth shrine in front of 
a rocky outcrop, to your left (northwest). 

The ninth shrine is below a 
stone statue to Talos. You'll see 
this as you round the bend in 
the path and come across the 
High Hrothgar monastery. As 
you close in on the final set of 
steps (did you count 7,000?), 
the final shrine is set off to the 
right (southeast) side, by the 
entrance stairs. Climb the entrance steps, grab any supplies and offerings at the base of the 
stairs, and then ascend the left set of stairs to enter High Hrothgar. 

Something to Shout About 

The monastery is adorned 
with carvings from ancient 
times and banners bearing the 
strange symbols of the dragon 
language. An old monk in a 
long robe steps forward; this 
is Arngeir, the leader of the 
Greybeards. He knows who 
you are. Speak with him, and 
he asks for a taste of your voice. Oblige him. 

^ OBJECTIVE: Demonstrate your "Unrelenting Force" Shout 

0 OBJECTIVE: Speak to Arngeir 

♦ TARGET: Arngeir, inside High Hrothgar 


Select the Unrelenting Force Shout from your Magic menu, and bellow at or near Arngeir. The 
other Greybeards, Borri, Einarth, and Wulfgar come to watch. Your fate is confirmed; speak with 
him again, and he welcomes you to the monastery. Master Arngeir speaks for the Greybeards 
and asks why you have come. Answer any way you wish (questions lead to more information 
on the monastery and the Greybeards' existence). When you are ready, tell Arngeir that you're 
"ready to learn." Arngeir wishes to train you so you're better able to execute a Thu'um, 
or Shout. 

^ OBJECTIVE: Learn the Word of Power from Einarth 

Master Arngeir explains that all Shouts are made up of three Words of Power. As you master 
each Word, your Shout becomes progressively stronger. Currently, you have only learned Fus (or 





"Force"), the first Word of your Unrelenting Force Shout. Master Einarth now teaches you Ro 
(or "Balance"), the second Word. This allows you to focus your Thu'um more sharply. Einarth 
Shouts into the hallowed stone of the monastery. Step onto the dragon runes that glow from 
the Shout, and absorb this second word. 

> Word of Power: Balance, Unrelenting Force 

Your learning impresses Arngeir, but he warns you that to unlock its meaning, you must 
constantly practice. As part of your initiation, Master Einarth allows you to tap into his 
understanding of Ro. Einarth glows with an orange light, imparting his knowledge onto you, in 
the same way you absorb the soul of a dragon. Now comes the real test: to see how quickly 
you've mastered the entire Shout! 


0 OBJECTIVE: Demonstrate your Unrelenting Force Shout (3x) 



The monks have three targets 
for you to bellow your Shout 
toward. As the first ghostly 
monk figure is conjured, 
execute your Shout. The trick 
to this Shout's strength is 
the length of time that you 
hold the Shout button down. 
Continuously hold the button 
until the Shout is omitted. Tap the button if you wish to lessen the stagger you inflict upon your 
foes (or in this case, your ghostly Greybeard). After you complete three Shouts to Arngeir's 
satisfaction, he congratulates you and motions for you to follow Master Borri into the courtyard. 



TIP Play around with the length of time you hold the button down 
before releasing it to strengthen or weaken your Shout, so you 
know how long to attempt this ability. 


$ OBJECTIVE: Learn the Word of Power from Borri 



Follow Master Borri to the door 
to High Hrothgar Courtyard 
and step outside, stopping 
next to Borri, who is ready to 
teach you a new Shout— the 
Wuld (or "Whirlwind"). Stand 
over the snow that Borri has 
projected the Shout into, 
and absorb the Shout. Then 
approach Borri and he glows, gifting you his knowledge of the Word. 


NOTE The Word of Power lhat Borri teaches you may be different if 
(during the course of your adventures) you've found a Word 
Wall and absorbed one or two of the other parts of the phrase for the Whirlwind 
Sprint Shout. If you have all three Words of Power, this Shout (like all others) is 
much more potent. Check the Appendices (page 632) for a list of locations where 
all Shouts can be found, 

> Word of Power: Whirlwind, Whirlwind Sprint 



0 OBJECTIVE: Demonstrate your "Whirlwind Sprint" Shout 


Master Borri walks toward an iron gate. Before following him, enter the Magic > Shouts menu 
to change your Shout to Whirlwind Sprint (you don't want to bellow Unrelenting Force at the 
gate!). Stand between the two stone columns facing the gate, with Master Wulfgar in view. 

He demonstrates the Whirlwind Sprint, rushing at an amazing speed through the gate before it 
closes. Now it is your turn: The moment the gate opens, execute the Shout and rush forward, 


THE WAY OF THE VOICE 

4> QUESTS 



THE INVENTORY 


THE BESTIARY 


ATLAS OP SKYRIM 


APPENDICES AND INDEX 






aiming for the single stone column by the cliff edge. You should easily Quest Conclusion 

pass through before the gate closes. If you don t, try again. Master Arngeir js aston j s h ec l at your quick mastery of a new Thu'um. He tells you that the gods gave you this gift for 

a reason, but it is up to you to figure out how best to utilize it. For now, though, you are ready for the final part of 
your trial: Retrieve the Horn of Jurgen Windcaller, the founder of the Greybeards. Arngeir tells you that the horn is in 
Windcaller's tomb in the ancient fane (temple) of Ustengrav. If you remain true to the Way of the Voice, you will return. 

Postquest Activities 

Continue to ask Arngeir questions if you wish. Main Quest: The Horn of Jurgen Windcaller has already begun! 


0 OBJECTIVE: Speak to Arngeir for further training 

m m 




THE HORN OF JURGEN WINDCALLER 



PREREQUISITES: Complete Main Quest: The Way of the Voice, 10 gold pieces 
INTERSECTING QUESTS: Main Quest: The Way of the Voice, Main Quest: The Horn of Jurgen Windcaller 
LOCATIONS: High Hrothgar, High Hrothgar Courtyard, Riverwood, Sleeping Giant Inn, Ustengrav, Ustengrav Depths 
CHARACTERS: Delphine, Master Arngeir, Master Borri, Master Einarth, Master Wulfgar, Orgnar 
ENEMIES: Bandit, Bandit Thrall, Conjurer, Draugr, Fire Mage, Frostbite Spider, Necromancer , Skeleton 
0 OBJECTIVES: Retrieve the horn, Meet with whoever took the horn, Return the horn to Arngeir, Learn the Word of Power from Wulfgar, Receive the 
Greybeards' greeting 

m m 


Underground in Ustengrav 


0 OBJECTIVE: Retrieve the horn 
♦ TARGET: Horn of Jurgen Windcaller, inside Ustengrav 

Li r , 



Once Arngeir gives you this 
quest, you may ask him 
about the Greybeards, why 
dragons are returning, who 
Jurgen Windcaller is, and other 
conversation topics. Turn to 
your world map and locate 
Ustengrav on the eastern edge 
of the great marsh, northeast 
of Morthal in Hjaalmarch Hold. Your first task is to descend from High Hrothgar. 


TIP Your descent can be done on foot or by horse (if you came on a 
steed), but a much quicker plan is to halve the distance between 
here at Ustengrav and Fast-Travel to Whiterun, the Western Watchtower, or any 
location closest to the temple tomb. Don't forget to use your new Whirlwind 
Sprint Shout to cover distances more swiftly than before! 


When you finally reach Ustengrav, you may find a small campfire and lean-to by the circular 
barrow entrance. Expect a confrontation with bandits and a necromancer. Then descend the 
barrow steps and open the door to Ustengrav. 

Heading down the wide steps, 
into the gloom of the ancient 
temple, you stumble upon a 
group of mages and conjurers 
picking clean the remains 
of a thwarted bandit attack. 
You can slink by using Sneak 
or engage the magicians 
in combat. 




The Bandit Thralls are being controlled by a necromancer— kill him, 
and the thralls die too. 


Locate the opening in the northeast wall of the temple entrance, and follow the trail of lanterns 
down the steps. This soon becomes a trail of mage corpses, as you watch a group of Draugr 
demolish the wizards and make a run at you. Cut down the Draugr, or use whatever cunning 
magic or sneaking you wish, before continuing into the first burial crypt. Scavenge whatever 
you wish, then head east and turn south, down a passage lit by candles. 


There are steps down to your right (west), leading to a small crypt. Grab the items and 
yank the pull-chain. A section of wall rumbles open, leading you down a cramped tunnel to a 
secret dead-end chamber and a treasure chest. Retrace your steps. Enter the great hall, with 
a stone bridge ahead of and above you. Fend off the Draugr that clamber out of their vertical 
tombs. Then climb the interior stairwell, and cross the bridge you just passed under. Locate the 
iron door and enter the Ustengrav Depths. 



Head down the winding tunnel 
until it opens into a gigantic, 
multilevel grotto. It is immense 
enough to have trees, a 
waterfall, and a Word Wall! 
Continue down the tree-root 
ledge and tunnel, heading 
south and then east. You 
appear on a bridge overlooking 
an ancient banqueting hall. Follow the steps down, eliminating Draugr as you go. To the east 
are the remains of a food-preparation area running parallel to the hall. Head south, up more 
stairs, and cross a second bridge to exit the hall. 


The tunnel to the southwest widens into an entrance room with a middle pillar. T o the left 
is a double portcullis (open it with two wall handles; one is farther along the southwest wall) 
behind which is a small room with treasure. Take this and optionally shoot the lamp down onto 
the oil below to burn any Draugr that come to investigate you. Head west through a gap in the 
wall. Here, there are steps up to a small preparation alcove, and more importantly, an earthen 
and rock corridor that leads into the gigantic grotto. 



Follow the collapsed bridge 
down to the massive pillars 
under the chamber, where 
parts of an ancient fire trap 
still burn and skeletons roam. 
Cutdown all the bony fiends 
in this two-floor area, inspect 
the throne area (with another 
skeleton to slaughter), 


* A\ **B*«*»*7 j 

128 WSKYRIM < gi QUEsisTMA lN QUES T: AQ 1 

V ■'lililS L'rflLiU SJili Giliill i'I'jM OM 





and then run northeast around the perimeter wall ledge, down to the rocky base of the grotto. 
Moments later, you learn a word from the Become Ethereal Shout. Afterward, you fight with a 
Draugr over a treasure chest behind the waterfall. Before you leave, try your Whirlwind Sprint 
Shout and traverse the collapsed bridges in this area, leading to a small chamber you can loot. 

> Word of Power: Become Ethereal 

^ The Tomb Raider 

Backtrack to the throne 
area where you fought 
the skeletons, and look to 
your east. Cross the large 
natural bridge that spans the 
grotto, to a second two-floor 
underchamber on the eastern 
side. First, clear out the 
skeletons from the balcony 
above, and then inspect a set of three strange stones back on the lower underchamber area. 

Puzzle Solution: If you stand close to each one of the three stones, they pulse with an 
eerie, magical glow. This has the added effect of opening one of three portcullises in the tunnel 
to the east. However, after a second or two, the light switches off, blocking your path. This is 
the only way the portcullises open. If you get through one or two of them, you must turn back; 
all three must be raised for you to continue. The trick here is to line yourself up on the western 
side of the stones, as shown in the preceding picture with the stones between you and the 
portcullises. Then execute a Whirlwind Sprint Shout, followed by another to make sure you dash 
past the stones and the opening portcullises immediately. 

Continue east, jumping to the 
natural rock on either side of 
the circular floor tiles, as they 
blast gouts of fire when you 
stand on them. This can prove 
handy when you reach the 
raised section of floor in the 
room of alcoves— a pack of 
Frostbite Spiders descends from 
the ceiling to attack. Optionally back up so the spiders scuttle onto the floor tiles and are burned 
along with your own attacks. Exit by hacking the cobwebs from the doorway to the east. Then 
open the wooden door. 

Pull the chain to raise the 
portcullis that leads into the 
final resting place of Jurgen 
Windcaller. As you step 
forward, four dragon statue 
heads rumble up from the 
water. Continue across the 
bridge over the flooded lower 
floor and approach the ornate 
tomb. The horn should be still clutched by the carved arm of Jurgen in his sarcophagus.. .but it 
isn't! Instead, there's a small piece of paper. Take and read it. The damned thief who took the 
horn has left you a note; it requests that you rent the attic room at the Sleeping Giant Inn in 
Riverwood, and it is signed "A friend." 

> Mysterious Note 






^ A Mysterious Stranger 

You'd think "a friend" wouldn't want you risking your life in a Draugr dungeon! Stifle any 
indignant rage you may be experiencing, and console yourself with any treasure you find 
through the wooden door behind the sarcophagus. There is an exit tunnel in the left (north) 
wall, offering a shortcut to an iron door, and a lever that lowers a section of stone wall, 
allowing you to step into the initial crypt, up into the temple entrance, and out of Ustengrav. 

Fast-Travel (or trek back) to 
Riverwood, and follow the 
instructions of the Mysterious 
Note. Locate the Sleeping Giant 
Inn, enter, and locate Delphine, 
who owns the place with her 
slightly dense friend Orgnar. 
Step up to Delphine and ask to 
rent the attic room for 1 0 gold. 
After the money changes hands, she tells you the Sleeping Giant doesn't have an attic room, 
but you can take the room on the left. Enter the room, and after a few moments, Delphine joins 
you. Apparently you're the Dragonborn she's been hearing so much about. As a way of a peace 
offering, she hands you the horn that you seek. 

> Horn of Jurgen Windcaller 

0 MAIN QUEST: A Blade in the Dark begins 
0 OBJECTIVE: Return the horn to Arngeir 
♦ TARGET: Master Arngeir, in High Hrothgar 

<<§£> TIP You now have two Main Quests active. In order to finish this one, 
you must return to High Hrothgar. You can attempt this at any time, 
but it is usually advisable to speak with Delphine first (the initial part of the next 
Main Quest). Once you leave the Sleeping Giant, trek (or Fast-Travel) back to 
High Hrothgar. 



Quest Conclusion 



Enter High Hrothgar, and head through the monastery until you spot Arngeir. He already knows 
you have returned with the Horn of Jurgen Windcaller and remarks that the time has come for 
the Greybeards to recognize you formally as Dragonborn. 


0 OBJECTIVE: Learn the Word of Power from Wulfgar 
♦ TARGET: Master Wulfgar, in High Hrothgar 

Return to the central chamber inside High Hrothgar as the Greybeards assemble. Master 
Wulfgar approaches the center of the floor and bellows the word Dah ("Push") into the granite. 
Step onto the glowing runes and absorb the Word of Power. You can now utilize the Shout 
Unrelenting Force with maximum potency! Absorb the learning from Wulfgar as well. 

> Word of Power: Push, Unrelenting Force 


THE WAY OF THE VOICE THE HORN OF JURGEN WINDCALLER 

^QUESTS 


129 


THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 


$ OBJECTIVE: Receive the Greybeards' greeting 


Remain in the center of the room. The Greybeards stand at each point of the diamond paving, 
and Arngeir greets you with a ferocious chant in dragon tongue. You withstand the blast, which 
pleases and impresses Arngeir. You've tasted the Voice of the Greybeards and passed through 
unscathed. High Hrothgar is now open to you! 


Postquest Activities 

There are two tasks you can attempt with the Greybeards from this point on. Look up the Other 
Faction Quests on page 322. Also remember that Main Quest: A Blade in the Dark is already 
under way! 

Return to Ustengrav and activate Jurgen Windcaller's tomb. The horn returns to its rightful 
resting place, and you receive a bonus Dragon Soul. 

> Dragon Soul 



A BLADE IN THE DARK 



PREREQUISITES: Complete Main Quest: The Horn of Jurgen Windcaller 

INTERSECTING QUESTS: Main Quest: The Horn of Jurgen Windcaller, Main Quest: Diplomatic Immunity 

LOCATIONS: Kynesgrove, Kynesgrove Dragon Mound, Riverwood, Sleeping Giant Inn 

CHARACTERS: Delphine, Iddra, Orgnar 

ENEMIES: Alduin ("World Eater"), Sahloknir ("Phantom Sky Hunter") 

0 OBJECTIVES: Talk to Delphine, Locate the dragon burial site, Kill the dragon Sahloknir, Talk to Delphine 



<§) MINOR SPOILERS 



^ Grave Concerns 

§ OBJECTIVE: Talk to Delphine 
♦ TARGET: Delphine, the Sleeping Giant Inn, in Riverwood 



Once Delphine has given you 
the Horn of Jurgen Windcaller, 
she requests that you follow 
her. Oblige her, walking 
across the inn to the bedroom 
opposite, where Delphine 
opens a cabinet and pushes 
the fake back, revealing a 
secret set of cellar steps. This 
leads to a war room of sorts, complete with a map of Skyrim on a central table and various 
potions and items you can take. Delphine mentions the Dragonborn, and through conversation 
choices (answer as you wish), you realize Delphine was the one who took the horn (she 
was Farengar Secret-Fire's "reliable source" back in Dragonsreaclf who found the location of 
the Dragonstone). She knows that Thalmor spies are everywhere, so she took precautions to 
arrange this meeting. 



Delphine is part of a group 
that has been searching 
for someone like you— a 
Dragonborn— for a very long 
time. Delphine needs to know 
if you can devour a dragon's 
soul, as you'll have a chance 
to prove it soon enough. She 
also holds a low opinion of the 
Greybeards. Finally, she reveals the reasons for her agitation: She's discovered that dragons 
aren't just coming back— they're coming back to life! It seems that the dragons weren't 
banished; they were extinguished from this land, and now something is bringing them back 
from the dead. Using a pattern she discovered on the Dragonstone you found, Delphine has 
deciphered the location where she believes the next dragon will rise from the dead, and she 
needs you to help her stop it. The location is Kynesgrove in Eastmarch. 


0 OBJECTIVE: Locate the dragon burial site 
♦ TARGET: Dragon mound above Kynesgrove 




TIP After speaking with Delphine, you should head to High Hrothgar 
onceyou emergefrom the Sleeping Giant Inn so you complete the 
previous Main Quest as quickly as possible. 


Use the annotated map bearing all of the dragon burial sites as the basis for 
tracking and killing all the dragons that may return to Skyrim. 


Onceyou tell Delphine that 
you're ready, she dons her 
leathers, informs Orgnar that 
she's traveling, and sets off on 
the long walk to Kynesgrove. 

This settlement is in the 
northern part of Eastmarch 
Hold, just southwest of 
Windhelm. To reach there, you 
can do the following: 

Take the journey on foot. You can either keep up with Delphine or you can fight your way 
alone. Stay on the roads, prepare for world encounters, and discover as many Primary 
Locations along the way as possible (that you can return to and explore later). Remember 
to also use your Whirlwind Sprint for a faster pace. 

Or, if you've already made some discoveries in the area in and around Kynesgrove (by 
visiting Windhelm, for example), you may wish to Fast-Travel to the nearest unlocked 
location and then travel to Kynesgrove. 

Or, you can take a horse for a slightly faster journey. 

When you reach Kynesgrove, Delphine should be ahead of you (if she isn't, wait for her). 

She senses something is wrong; this is soon proven correct when Iddra (a resident of the 
hamlet) runs over, shouting that there's a dragon attacking at the top of the hill! Delphine 
starts sprinting. 



& A Terrible Resurrection 

Delphine slows to an 
incredulous stumble as a huge 
black dragon with piercing 
red eyes hovers above a 
dragon mound at the top of 
the hill. It bellows a guttural 
roar in dragon tongue. The 
dragon mound where Alduin 
concentrated his Shout begins 




Tre Pjidef .Scrckls' V 

skTy rTm 


130 


QUESTS: MAIN QUEST: ACT! 



to swirl with a strange energy, not unlike the ethereal material you've absorbed during previous 
dragon confrontations. The next moment, the mound bursts open, and a huge skeletal dragon 
begins to emerge from deathly slumber. The dragons speak quickly to each other, before Alduin 
turns, mocks your claim to be "dovahkiin," and departs the area as quickly as he arrives. 

J ^ 

TIP You may interrupt this resurrection and attack the newly returned 
dragon as quickly as you wish. 


0 OBJECTIVE: Kill the dragon Sahloknir 



The skeletal Sahloknir clambers 
out of his grave and is 
resurrected by Alduin's powerful 
magic. Before Sahloknir's skin 
can gather around his bones 
and he regains his powers, race 
in with your most impressive 
melee implements and deliver 
a series of attacks to weaken 
the dragon's health. 

TIP Remember! Attacking a skeletal dragon before it grows flesh and 
wings to fly is a much easier battle: Get in early and quickly with 
your weapons. 


Delphine fires arrows, then rushes in with melee attacks when the dragon lands; you 
should demonstrate your offensive powers too. Follow the same set of tactics laid out during 
Main Quest: Dragon Rising, when you faced Mirmulnir the "Loyal Mortal Hunter." One 
overriding plan is to ensure that Sahloknir's life is as short as possible ! 

When Sahloknir has been reduced back into a pile of bones, the beast splits apart into 
hundreds of scaly shards, and you absorb another Dragon Soul. Search the dragon, and then 
head over to Delphine for her promised revelations. 

> Dragon Soul absorbed 
0 OBJECTIVE: Talk to Delphine 


Quest Conclusion 

Delphine lives up to her promise and answers any questions you have. Most importantly, 
she reveals herself to be one of the last members of the Blades. Long ago, the Blades were 
dragonslayers, serving the Dragonborn, the greatest dragonslayer. For 200 years, the Blades 
have been searching for a purpose. Now that purpose is clear. You may mention that you've 
seen Alduin before; he rampaged through Helgen and prevented your execution. Delphine finds 
this interesting but is annoyed that she's still blundering around in the dark. 

Your next move is to find out who is controlling these dragons, and the Thalmor— the 
faction that rules the Aldmeri Dominion— are the best lead. Even if they aren't involved, they'll 
know who is. Delphine believes that there are no worse enemy to humankind than the Thalmor. 
She also has some ideas for getting you into the Thalmor Embassy, but she needs time to plan. 
You receive her secret Key and are told to meet her back in Riverwood. 

> Delphine's Secret Door Key 

Postquest Activities 

Delphine's Secret Door Key opens the cabinet in her room in the Sleeping Giant Inn. Return to 
Riverwood when you wish to begin Main Quest: Diplomatic Immunity. Act I now concludes. 



<3$ MAIN QUEST: ACT II & 


it 


DIPLOMATIC IMMUNITY 


PREREQUISITES: Complete Main Quest: A Blade in the Dark 

INTERSECTING QUESTS: Main Quest: A Blade in the Dark, Civil War Quest: Message to Whiterun, Dark Brotherhood Quest: Bound Until Death, Thieves Guild 
Quest: Dampened Spirits, Miscellaneous Objective: Malborn's Long Shadow* 

LOCATIONS: Riverwood, Sleeping Giant Inn, Solitude, Winking Skeever, Thalmor Embassy, Reeking Cave, Thalmor Embassy, Elenwen's Solar, Dungeon 
CHARACTERS: Brelas, Delphine, Erikur, Etienne Rarnis, General Tullius, llldi, Malborn, Jarl Balgruuf, Jarl Elisif the Fair, Jarl Idgrod Ravencrone, Jarl Igmund, Jarl 
Siddgeir, Maven Black-Briar, Ondolemar, Orthus Endario, Proventus Avenicci, Razelan, Tsavani, Vittoria Vici 
ENEMIES: Elenwen, Frost Troll, Gissur, Rulindil, Thalmor Guard, Thalmor Soldier, Thalmor Wizard 
0 OBJECTIVES: Meet Delphine in Riverwood, Meet Malborn in Solitude, Give Malborn the equipment, Meet Delphine at the stables, Create a distraction and get 
away from the party, (Optional) Retrieve your gear, Search for information about the dragons returning, Escape the Thalmor Embassy, Talk to Delphine, Recover 
your equipment 


<&? NOTE $ Quest names marked with this symbol da not appear in your Quest Menu list, although objectives may. 


THE HORN OF JURGEN WINDCALLER A BLADE IN THE DARK DIPLOMATIC IMMUNITY 

THE INVENTORY THE BESTIARY QUESTS ATLAS OF 5KYRIM 


131 


APPENDICES AND INDEX 



£> The Thinking Schemer 

0 OBJECTIVE: Meet Delphine in Riverwood 
^4 TARGET: The Sleeping Giant Inn, in Riverwood 

When you are ready to 
continue prying into the 
secretive and powerful Thalmor 
faction, return to Riverwood 
and seek out Delphine in her 
usual resting spot— the cellar 
of the Sleeping Giant Inn. She 
has crafted a plan to infiltrate 
you into the Thalmor Embassy, 
mainly because you're unknown to their organization, while Delphine would stand out like a 
Stormcloak in Solitude. She tells you that the Thalmor ambassador, Elenwen, is renowned for 
throwing parties where the rich and connected hobnob with the Thalmor. Once you inflitrate the 
Embassy, you'll excuse yourself from the glad-handing and attempt to find any of Elenwen's 
secret files. Delphine has a contact— a Wood Elf named Malborn— inside the Embassy who 
can help but who doesn't want any exposure. You're to meet him at the Winking Skeever. You 
can bombard Delphine with several questions about the contact, how you'll get into the party, 
and other matters if you wish. 

0 OBJECTIVE: Meet Malborn in Solitude 
0 OBJECTIVE: Give Malborn the equipment 
♦ TARGET: Malborn, inside the Winking Skeever, in Solitude 



Journey to Solitude, and locate the Winking Skeever tavern, close to the main gates. Step 
inside and find the shifty-looking character, Malborn. Tell him that a mutual friend sent you, 
and he says that he can smuggle some equipment into the Embassy that you can pick up once 
you're inside, just in case you need a weapon or two if you're accidentally discovered or if the 
plan becomes problematic. He tells you to hand over what you can't live without, and he'll 
have it ready to grab once you're inside. 

TIP What to Bring: Follow Mulborn's advice, and bring items that aid 
your sneaking, such as a digger you cin inflict sneak attacks with; 
items that soften your footfalls; and potions or augmentations that c«n keep you 
healthy (or full of Stamina or Magickaj during combat. 

If you stink at sneaking, simply load Malborn up with your favorite weapons, some 
potions, and a full suit of armor. You can hand over anything you wish to him. 

After you hand over your preferred equipment to Malborn, he tells you that he'll seek you 
out at the party, and says to meet up with Delphine, who has some appropriate attire and an 
invitation to the event. 



0 OBJECTIVE: Meet Delphine at the stables 

♦ TARGET: Delphine, at Katla's Farm 


& 

V7 


Tr,e 'V 

sk~yrTm 


Travel to Katla's Farm, halfway 
up the hill on which Solitude 
sits. As the Thalmor Guards 
will notice an adventuring type 
who's armed to the teeth, 
Delphine gives you more 
suitable attire for socializing 
with the noblemen of Skyrim. 
She also hands you an 

Invitation to Elenwen's Reception and says that she'll keep the rest of your gear safe until you 
return. When you're inside, you'll have only what Malborn smuggled in and whatever there is 
to hand in the Embassy. Don the outfit that Delphine gave you; remove any gauntlets, helmets, 
or shields you're carrying (although amulets and rings are fine to wear). Delphine gives you a 
quick once-over and asks if you're ready to take the carriage to the Thalmor Embassy. Agree 
when you wish to continue. The remaining equipment is now removed. 

> Party Clothes > Invitation to Elenwen's Reception 

> Party Boots 




You disembark from the 
carriage in the snowy courtyard 
within the walls of the Thalmor 
Embassy compound. As you're 
heading toward the steps and 
a Thalmor Guard, you hear a 
man murmuring behind you. 
Optionally turn and listen to 
Razelan, who's late for the 
party and in a slightly rambunctious mood. He's certain there's not enough drinking going on 
in the world today. Politely leave him, and amble over to talk with the Thalmor Guard and 
show him your invitation. You have other conversation options, but you can't proceed until the 
invitation is shown. Head up the steps, pastthe guard and into the Embassy. 


5 warned! From this moment until tl 
>u cannot Fast-Travel. You also cann 
itil you've left the party with Malbo 


CAUTION 




TIP You may explore the grounds of the Embassy (with some deft 
sneaking), but it's not practical, nor necessary— there's ample 
opportunity to move around the grounds in a few moments. 


0 OBJECTIVE: Create a distraction and get away from the party 
♦ TARGET: Various, then Malborn, at the Thalmor Embassy 


£> Scene, Not Heard 

Elenwen greets you as 
you enter. Make small talk 
for a few moments (your 
conversation topics range from 
asking for a drink to other 
pleasantries), and before 
Elenwen's suspicions are raised 
by any strange or mistaken 
answers you give her, Malborn 
calls her from the bar counter, saying that he's run out of the Alto Wine. You now know where 
Malborn is stationed and can quickly slip away from Elenwen as she says she'll catch up to you 
later and greets Razelan. Mingle in the main chamber. Here, you'll bump into several important 
dignitaries from across Skyrim: 

Erikur, the conniving, greedy, and vain owner of the lumber mill in Solitude. 

General Tullius, the right hand of the Emperor in charge of Skyrim's Imperials. 



131 


$ 


QUESTS: MAW QUEST: ACT 2 




Jarl Balgruuf, the key Imperial ally and Nord leader of Whiterun. 

Jarl Elisif the Fair, the naive and patriotic new Jarl of Solitude. 

Jarl Idgrod Ravencrone, the odd, hunched crone and leader of Morthal. 

Jarl Igmund, the leader of Markarth and staunch supporter of the Imperials. 

Jarl Siddgeir, the self-assured, entitled bully of a leader of Falkreath. 

Maven Black-Briar, the shrewd family matriarch and meadery owner in Riften. 

Ondolemar, the haughty Thalmor liasion to the Imperial Justicars in Markath. 

Orthus Endario, who runs the East Empire Company's office in Windhelm. 

Proventus Avenicci, the political and inept steward for the Jarl of Whiterun. 

Vittoria Vici, the owner of the East Empire Company and cousin of the Emperor. 

Brelas, a respectful and self-effacing Embassy servant who works the other bar. 

Illdi, the hired bard, offering timid and underwhelming performances. 

MOTE Depending on who you've killed or how the Civil War is 

progressing, the portygoers moy change from the ones shown in 
the preceding list. Here's who to expect; 

A guest will not he here if you've killed them, or if they are hostile to you for 
any reason. 

None of the guests ore here if you've been openly hostile to them previously 
and are not on friendly terms. 

Ihe Imperial Juris won't make an appearance if their Hold Cities hove been 
captured by the Stormcloaks. 

Vittorio Vici will not be here if Dark Brotherhood Quest: Bound Until Death 
is active. 

Maven Black-Briar will not be here if Thieves Guild Quest: Dampened Spirits 
is active. 

General Tullius isn't here if Civil War Quest: Message to Whiterun hasn't been 
completed. He is also missing if a city siege is under way. 

Ffoventus Avenicci ond Jorl Balgruuf will not be here if Civil War Quest: 
Message to Whiterun is active or if has been completed. 

With the party already under way, you have a few different options to try when attempting a 
disturbance: * ^ 


Razing a Ruckus 



The loudmouthed fellow you met outside is usually sitting down, awayfrom the mingling. Strike 
up a conversation with the reprobate, and he'll ask for a drink. Return to Malborn or head over 
to Brelas and order a drink; then return to Razelan and hand the drink over. He thanks you for 
it; you then ask if he can cause a distraction. Sure enough, he wanders into the throng and 
commences a ruckus. Head to Malborn quickly! 

> Colovian Brandy 


A Fractious Favor 



You may spot a good friend among the assembled guests. Possible friendships include 
Vittoria Vici, Maven Black-Briar, Ondolemar, or any of the Jarls, depending on your previous 
interactions with them. Begin a quiet chat with one of them and ask if they would cause a 
small disturbance. When they agree, back away toward Malborn, and watch your friend cause a 
scene with Razelan, despite the drunkard's innocence. Head to Malborn quickly! 

TIP You'll know if you're friendly with a guest, as you'll be able to ask 
them to do something for you when you speak with them. If you're 
reading this prior to the quest commencing, refer to the Favor Quests on page 
399 for information about how to win Favor with these guests. Some of your 
"friends" may require a Speech-based Persuasion to agree to cause a distraction: 

These friends will act without Persuasion: Jarl Idgrod Ravencrone, Maven 
Black-Briar, Jarl Balgruuf, or Orthus Endario. 

These friends will act once you Persuade them: Jarl Igmund, Jarl Elisif, Jarl 
Siddgeir, or Ondolemar. 

Vittoria Vici is never a friend but can be Persuaded to cause a distraction. 

Ondolemar is furious with your actions after you Persuade him and becomes 
your enemy after this quest. 


You Can't Get the Staff These Days 



Speak to Erikur at the party, 
and you'll see that he has 
his eye on Brelas, one of the 
waitstaff. Speak to Erikur and 
offer to talk to Brelas to see 
whether she's interested in a 
clandestine rendezvous with 
Erikur. Brelas, being of high 
morals (and taste), declines 
the offer. Return to Erikur and tell him: 


(Lie) That she's interested, or 
That she isn't interested at all. 


Either response makes Erikur accost Brelas, causing a distraction and allowing you to head to 
Malborn, and quickly! 

During any of these distractions, Malborn heads to the door leading into the kitchens and waits 
for you to approach. He'll then open the door and close it behind you. 



0 OBJECTIVE: (Optional) Retrieve your gear 

♦ TARGET: Chest, in the Thalmor Embassy larder 

0 OBJECTIVE: Search for information about the dragons returning 

♦ TARGET 1: Small chests (2), Thalmor Embassy, Elenwen's Solar and 
Dungeon 

♦ TARGET 2: Etienne Rarnis, Thalmor Embassy, Dungeon 


TUtlHVBfOT 


DIPLOMATIC IMMUNITY 

IHE BESTIARY QUESTS 


m 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



£> Embassy Evidence 

Enter the kitchens, now that no 
one saw you slip away. While 
Malborn preoccupies Tsavani 
the cook, open the next 
door on the left side of the 
kitchen and enter the larder. 

The wooden chest on the left 
has the equipment you gave 
Malborn back at the Winking 
Skeever. Take the exit door opposite the chest and begin a clandestine sweep of the Embassy 
chambers. 

> Smuggled Equipment 

In reality, the sweep doesn't 
have to be that sneaky, as long 
as you're prepared for a fight 
with the well-armed Thalmor 
Soldiers patrolling the building. 
From the first corridor, face 
south, and check the room to 
your left (east), into a long 
hallway with two Thalmor 
Guards. You may engage them in combat, or stay out of sight (behind the doorway, or via a 
spell or sneaking) and wait for them to leave so you can sneak past them, or shut the door and 
easily sneak by. Use the small storage room or the room divider to hide behind, if necessary. 


THALMOR THEATRICS 

(Sneak) Locate the room on your right as you begin this infiltration. It contains a 
spare set of Thalmor Robes. Donning these robes allows you to sneak around the 
Embassy buildings a little more easily. Guards now attack only if they see your face 
and you're close enough (within around ten feet) to draw their suspicions. Just how 
easily spotted you are depends on your race: 

Beast races, such as Ores, Khajiit, or Argonians are easily spotted by guards. 
Human races, such as Nords, Bretons, or Redguard, have a slightly easier time. 

Wood and Dark Elves have a better chance at passing through without 
drawing suspicion. 

High Elves are almost able to wander the Embassy with impunity! 

I T . i? 


> Thalmor Robes 

From the long hallway, you can head east and open the door to the exterior courtyard (western 
side). Or you can maneuver around the bar, up the stairs to the upper floor, and creep past (or 
bludgeon) the guard patrolling this area. To your right (east) is a corridor leading to a dining 
area (with wine, poisons, and potions to pilfer). To the left (west) is a bedroom, which is on 
your right (north) and an office to the left (south), which also has a door leading to the exterior 
courtyard (eastern side). Pick either of the exits and head outside. 

NOTE From this point on, you have a choice regarding how you find the 
information the objective has reguested: 

Plan 1: You con search the solar and the dungeon for written materials from 
tie Thalmor. This allows you to leave without interacting with the prisoner 

Plan 2: You can move through the solar, down to the dungeon, and then free 
Etienne Rarnis. This is the prisoner a Thalmor spy named Gissur picked up. 

He has been viciously tortured by a Thalmor named Rulindil. He then escapes 
with you. 

Plan 3: Or you can execute both plans, as the following section reveals: 


The Bidtf Beroil* V 

SKY RIM 


Creep through the snow, along 
the perimeter of the Thalmor 
Embassy grounds, taking care 
not to be seen by the patrolling 
guards (or rush in and attack 
them if you don't believe in 
the element of surprise). Either 
perimeter path allows you 
access into the snow-laden 
garden, and the door into Elenwen's Solar. Enter that door as soon as you can. 

(Sneak) If you're disguised or sneaking, there's usually a Thalmor Mage guarding 
this door. 

(High Elf) If you're a High Elf and wearing Thalmor Robes, you can actually trick the guard 
into leaving his post with a quick conversation! 

When you enter the solar, you hear a Thalmor called Rulindil (one of the spymasters responsible 
for receiving and utilizing clandestine chatter) talking to one of his spies, a weasely man named 
Gissur. They mention an interrogation room below. Beware of a patrolling guard here as you 
move quietly to the bar and storage room (if you're hiding), or into the withdrawing room that 
has multiple exits. 

Upstairs are two bedrooms and a small storage area. Aside from a variety of expensive 
items (that aren't critical to your quest), there's nothing to take up here. Instead, remain 
on the ground floor and sneak (or rush) into the northwest office, next to Rulindil's study. 

There are books to check out, and a small chest holds some evidence: a Dragon Investigation 
document (which notes a prisoner in the cellar dungeon who is the key to unlocking the 
dragon phenomenon), the Interrogation Chamber Key, and two dossiers— one on Delphine 
and the other on Ulfric Stormcloak. It all makes for some very interesting reading. If you're 
just considering the prisoner, you can also head west and challenge Rulindil in his study. You 
can spring into an attack or try to pickpocket Rulindil (which is difficult) for the Interrogation 
Chamber Key. 

> Interrogation Chamber Key (2) 

> Dragon Investigation: Current Status 

> Thalmor Dossier: Delphine 

> Thalmor Dossier: Ulfric Stormcloak 

There are two staircases 
leading down; both lead to 
a similar-looking door to the 
Embassy Dungeon (which 
can also be picked [Expert]). 

You can head through either 
door, but the stairs and door to 
the northeast place you on a 
balcony where you can see a 
single guard patrolling. 

If you entered this area via Elenwen's Study (the one farthest from Rulindil), then you 
can sneak down here and watch Rulindil descend the steps from his office and begin a rather 
unpleasant interrogation. Otherwise, he is likely to have attacked you, or been killed already, 
along with his spy, Gissur. 

Fewer guards make it easier to sneak down the steps, move past the rack, and execute 
the guard with a sneak attack. Before you investigate that moaning, check the small chest by 
the table with the rolls of paper on it; there's another dossier, this one on a gentleman named 
Esbern. Now read all the materials you've gathered (the Dragon Investigation and all three 
dossiers) to complete your objective. 

> Thalmor Dossier: Esbern 


IUESTS: MAIN QUEST: ACT 2 












You may talk to the prisoner 
moaning in the first cell 
(and Brelas if you used her 
as a party distraction). The 
prisoner's name is Etienne 
Rarnis, and if you speak to 
him, he reveals that he may 
have mentioned the location 
of a man named Esbern who 
may shed some light on the resurrected dragons returning to Skyrim. The Thalmor are certainly 
interested in him. As you release the prisoner, two Thalmor Soldiers and Malborn appear, so 
fight off the Thalmor if they attack. Take down any guards and search them for the Trap Door 
Key (there are two available); otherwise you won't be able to escape. 


> Trap Door Key (2) 


0 OBJECTIVE: Talk to Delphine 
0 OBJECTIVE: Recover your equipment 
♦ TARGET: Sleeping Giant Inn, in Riverwood 


Quest Conclusion 

Delphine is waiting for you in the secret cellar downstairs in the Sleeping Giant Inn. Return 
here and locate the large chest on the left (north) wall to obtain all the equipment you gave 
her before visiting the Embassy. Delphine wants to know if you've found out anything useful. 
Mention that the Thalmor are looking for someone named Esbern. Delphine seems to instantly 
know who this "crazy old man" is. She reveals Esbern is a Blade archivist who is an expert on 
the ancient dragonlore of the Blades. Erom your earned knowledge, it seems Esbern is hiding 
out somewhere in the city of Riften. Perhaps a well-connected man named Brynjolf can help. To 
get him to trust you, ask him to remember the 30th of Frostfall. 


0 OBJECTIVE: Escape the Thalmor Embassy 
♦ TARGET: Reeking Cave exit 

Drop through the trapdoor— with Malborn, Etienne, and Brelas by your side if they are alive 
and freed— and enter the Reeking Cave (so named because of the stench of the Frost Troll 
who lives here who slaughters travelers and brings them back hereto consume). You can attack 
the troll before dropping down so he can't strike you back. Watch out; Etienne or Brelas can die 
fighting or fleeing from this creature. The cave itself is small; locate the exit, where Malborn, 
Etienne, and Brelas all flee. You don't need to follow them. 


Postquest Activities 

Time is racing; you must now hunt down Esbern, convince him to help your cause, and 
hope the Thalmor don't get there first! Main Quest: A Cornered Rat begins now. If you visit 
Windhelm, and Malborn is still alive, you can find him inside the Gnisis Corner Club and begin 
Miscellaneous Objective: Malborn's Long Shadow. 


m 


A CORNERED RAT 


m 



PREREQUISITES: Complete Main Quest: Diplomatic Immunity 

INTERSECTING QUESTS: Main Quest: Diplomatic Immunity, Main Quest: Alduin's Wall, Thieves Guild Quest: A Chance Arrangement 
LOCATIONS: Riften, The Bee and Barb, The Ragged Flagon, The Ratway, The Ratway Vaults, The Ratway Warrens, Riftweald Manor, Riverwood, 
Sleeping Giant Inn 

CHARACTERS: Brand-Shei, Brynjolf, Delphine , Esbern , Keerava, Madesi, Riften Guard, Salvianus, Vekel the Man 
ENEMIES: Drahff, Gissur, Hefidthe Deaf, Hewnon 
Black-Skeever, Knjakr, Shavari, Skeever, Thalmor Soldier, Thalmor Wizard 
0 OBJECTIVES: Talk to Brynjolf, Search the Ratway for Esbern's hideout , Find Esbern in the Ratway Warrens, Talk to Esbern 


)§> A Den of Iniquity 


0 



OBJECTIVE: Talk to Brynjolf 
TARGET: Brynjolf, in Riften 


Thalmor free rein to stomp out the worship of Talos. You may also ask about the Thalmor, the 
arrogant and extreme rulers of the Aldmeri Dominion, or what used to be the Imperial provinces 
of Summerset Isle and Valenwood. When you've heard enough, leave the Sleeping Giant Inn 
and travel to Riften. 


Delphine instructs you to meet with her contact, a member of the Thieves Guild named Brynjolf. 
However, before you go, ask her about your birthright. You can also ask why the Blades are 
on the run. Turns out it's because the Thalmor were systematically hunting them down thanks 
to the White-Gold Concordat, which was signed with the Empire. It ended the war but gave the 


TIP Remember the equipment you just gathered from where Delphine 
deposited it? If you need to equip any of it or arrange your 
Favorites, do this right now. 


When you arrive at either of the city's gates for the first time, a guard halts you and attempts to 
shake you down for a "visitor's tax." You can: 

(Persuade) Realize this for what it is. 



(Gold) Realize this for what it is but pay up (the amount varies, depending on how poor 
you are) 

(Intimidate) Threaten that you kill thieves 


Any of these options (if successful) allows the guard to open the door. Butchering the guard 
also gets you into Riften, after dramatically increasing your bounty and forcing you to spend 
time in the jail. 





DIPLOMATIC IMMUNITY A CORNERED RAT 

<§?QUE5tT~ 



THE INVENTORY 


TEOfSIW 


ATLAS OF SM 


APPENDICES AND INDEX 







You meet a mysterious character in the Grand Plaza (during daylight hours) or inside the Bee 
and Barb the first time you look around the Grand Plaza in Riften. 


First-time Thief: If you're meeting Brynjolf for the first time, and if you have some 
general skills in concealment or silent stealth or you've dealt with the guard at the Riften gate 
without resorting to violence, a man named Brynjolf strikes up a conversation with you. He may 
have an errand for you to perform to test your skills and may reward you with gold. Thieves 
Guild Quest: A Chance Arrangement must now be completed before Brynjolf releases the 
knowledge of where Esbern is hiding out. 

(Persuade) Or you can use your verbal charms to reveal the location of Esbern, without 
playing Brynjolf's little game. If so, you can skip A Chance Arrangement. 

Guild Member: If you're meeting Brynjolf and you've already proved yourself skilled by 
completing Thieves Guild Quest: A Chance Arrangement, Brynjolf is happy to point you in the 
direction of where Esbern is hiding out, once you ask him about these matters. 

vQ& TIP You don't have to play along with Brynjolf's schemes, though. 

(Persuade) You can speak to Keerava inside the Bee and Barb to 

learn about the Ragged Flagon, which gets you partway there. 

Or you can skip ahead to 'The Ratway Hidey-hole' and just follow the directions 

straight to Esbern. 

£> Interlude: A Chance Arrangement 

He tells you to pilfer a silver ring from a stall owned by Madesi in the marketplace while he 
creates a distraction. Place it in the pocket of a Dark Elf vendor named Brand-Shei. If you're 
caught, you're on your own, but if you succeed, he'll have some better-paying schemes. If 
you've met Brynjolf during the evening or night, he'll be waiting between eight in the morning 
and eight in the evening for you. If you met Brynjolf at night, wait until daylight and meet 
up again. 

0 A CHANCE ARRANGEMENT OBJECTIVE: Meet Brynjolf during 
daytime 

♦ TARGET: Brynjolf, Grand Plaza in Riften 

0 A CHANCE ARRANGEMENT OBJECTIVE: Steal Madesi's Ring 

♦ TARGET: Madesi's stand, Grand Plaza in Riften 

Brynjolf is waiting for you 
by his own plaza stand, 
where he's about to hawk 
his "amazing" Falmerblood 
Elixir. Naturally, this patter 
is designed to draw a crowd 
(including Madesi and Brand- 
Shei), allowing you to quickly 
move around the plaza's 
perimeter via the stone wall and crouch behind Madesi's stall. 

(Lockpick [Novice]) Produce your lockpicks, and unlock the sliding door under the stall 
counter. Quickly rummage around inside Madesi's strongbox. You can happily help yourself to 
any of the items here, but the valuable you're concerned with is the Silver Ring. Steal it quickly, 
before any of the city guards spot you. 


You must attempt to pick this lock only after any city guards CAUTION 
pass you, and you're hidden from view while sneaking. 


> Madesi's Silver Ring 

0 A CHANCE ARRANGEMENT OBJECTIVE: Plant Madesi's Ring 

♦ TARGET: Brand-Shei, Grand Plaza in Riften 

Creep around so the assembled beggars and storekeepers don't see you, and position yourself 
behind Brand-Shei. 

(Sneak) You must now "reverse-pickpocket" the Dark Elf. This involves pickpocketing, 
choosing your own Apparel menu, selecting Madesi's Silver Ring, and giving it to Brand-Shei to 
finish the technique. Remember, no one must see you attempt this! 

If you're successful, Brand-Shei is mistaken for a thief and hauled away to Riften prison. Your 
paths may cross again in the future.... 

0 A CHANCE ARRANGEMENT OBJECTIVE: Speak to Brynjolf 

♦ TARGET: Brynjolf, Grand Plaza in Riften 


If you're arrested, or you leave Riften and woit more than CAUTION / 
half a day to complete Brynjolf's Objective, or you murder 
someone during his distraction, Thieves Guild Quest: A Chance Arrangement 
still completes. However, this is no reword, and Brynjolf isn't pleased with your 
inadequacies. This is not the way to impress a future mentor! 


Speak to Brynjolf after the ring-plant misdirection, and he congratulates (and rewards) you. 

You receive no monetary gain if you failed. Then he mentions his organization has been having 
some bad luck but mentions that there's more money to earn if you can handle it. Reply that 
you can, and Brynjolf recommends you meet him at the Ragged Flagon tavern, deep inside 
Riften's subterranean Ratway. He also points you in the direction of Esbern when you ask him; 
he's down in the Ratway. 

> 100 gold pieces 

0 OBJECTIVE: Search the Ratway for Esbern's hideout 
♦ TARGET: Ragged Flagon, inside the Ratway, in Riften 

a/1 

\\& TIP This is an optimal time to strike up a friendship with other members 
of the Thieves Guild and perhaps begin a series of quests with them. 
Consult the Thieves Guild Quests starting on page 1 96 for all the pertinent 
information. 

3> The Ratway Hidey-hole 

Open the barred gate by the 
water's edge and go into the 
sewers that run the length and 
breadth of Riften. Down the 
first tunnel, you may stumble 
across two equally odious 
characters: Drahff and Hewnon 
Black-Skeever. They attempt 
to mug you for all your 
equipment. You can: 

(Persuade) Try to let Drahff know that you've killed dozens like him. 

Any other option results in violence. This doesn't impact your standing in Riften and is the 
recommended choice. 





The Qldtt&crtZi 'S 

s K Y R l M 


136 


QUESTS: MAIN QUEST: ACT 2 



Now continue through this small maze of interlocking sewage tunnels. Watch for hanging oil 
traps, and a bear trap along the way. If your Lockpick skill is high enough, there's a chamber to 
check out, but your main purpose is finding the Ragged Flagon. 


CROSSING THE THALMOR: SHAVARI THE ASSASSIN 



The tavern is unique, being constructed on and above a sewage 
conduit chamber. When you spot Brynjolf, he is talking with the 
barkeep (Vekel the Man), speaking about Brynjolf's predicament 
with his "organization." Speak to Vekel the Man, or seek out 
another Thieves Guild member named Dirge and ask either of 
them if they've seen "an old guy, hiding out" somewhere in 
Riften. Both Vekel's and Dirge's minds are cloudy, so you may 
need to clear them by: 



(Persuade) Appealing to his sense of urgency and telling your contact that Esbern's life is in 
danger. 

(Gold) Appealing to his sense of greed and offering gold so he remembers. 

(Brawl) Appealing to his boisterous side and proving your might with a bare-knuckle fight. 
No weapons, or this suddenly gets a lot less friendly! 

When one of these choices succeeds, Vekel or Dirge tells you that Esbern is holed up in the 
Ratway Warrens and hardly ever leaves the place. 


If you're already a full-fledged member of the Thieves Guild, which requires you to have 
Thieves Guild Quest: Loud and Clear active and to have been awarded your thief's clothing, 
Vekel and Dirge also point you in the direction of the Ratway Warrens. 


0 OBJECTIVE: Find Esbern in the Ratway Warrens 
♦ TARGET: Esbern, inside the Ratway, in Riften 


CROSSING THE THALMOR; GISSUR S REVENGE 

Dispatching 
Gissur back at 
the Embassy 
prevents him from 
shadowing your \ 
movements. 

If you left Spymasler 
Rulindil's spy Gissur 
alive during the 

previous quest, you may spot him m the Ragged Flagon. You can slay him or leave 
him alone. If you speak with either Dirge or Vekel, Gissur eavesdrops and sneaks 
out of the Ragged Flagon, into the Rotway. If you (carefully} follow him, you con 
eavesdrop as he tells the Thalmor troops where you are. You may wish to attack at 
any time, or: 

You can remain hidden, as the Thalmor enter the Ragged Flagon, confront Dirge 
or Vekel, and ore given a menacing fa rush-off by the Thieves Guild. 

Or, you can reveal yourself {accidentally or otherwise) ond turn the Ragged 
Flagon into a slaughterhouse. Leave no Thalmor alive! 




The Thalmor ore 

s V, - hiring proficient 

' ' v ) assassins to track 

and kill you. 

^ **■' Unbeknownst to you, 

# once you escaped the 

A * ) i Thalmor Embassy, 

1 Elenwen placed a 

^ 1 bounty on your head, 

which attracted the attention of a Khajiit assassin named Shavnri. As soon as you 
enter the Ragged Flagon or the Ratwoy Vaults, she enters the Ratway after you. 

Be quick if you spot an unknown Khajiit in these parts; slay her before she can 
fulfill her task. Inspect her corpse for a note from T that proves the Thalmor plot 


> Shavarrs Note 

Remembering the 30th of Frostfall 

If you were directed into the 
Ratway Warrens or even 
stumbled here on your own, 
the Thalmor are already 
prowling this maze of 
connecting corridors around 
a central hub room (which 
you've just entered). 

However, if Dirge or Vekel 
directed you to the Warrens, you are forewarned about the Thalmor ambush, allowing you 
to expect any attacks and even trying to ambush the guards and gain the upper hand. Either 
way, unless your sneaking ability is exceptional, expect to fight around four of these enemies 
throughout your navigation of the Warrens. 

From either entrance into the Warrens, there are two possible routes: 

The first is to navigate around the interconnected corridors and chambers, sneaking past or 
fighting Thalmor enemies and a few Skeever along the way. This is the long route, but it 
allows you to remain hidden, or at least clear the Warrens of foes for the moment. 

Or, you can appear on the upper balcony of the multifloored central hub room, which is 
well lit and has a cart and hay bale at the base of it. Drop to the open gate on the eastern 
side of the bottom floor. The entrance to the Ratway Vaults is just south of this point, at the 
bottom of the Warrens. 




Open the wooden door and enter the Ratway Vaults. The Thalmor haven't found this area yet, 
and it is rarely trafficked. One of the reasons may be the lunatics who populate the chambers 
here. Beware of Hefid the Deaf, and Knjakr the mad chef, as both of them get violent when 
they spot you. You'll also have to contend with a brain-addled man named Salvianus, who talks 
to himself. But you're actually here to locate the well-locked door on the upper balcony of the 
hub chamber, in the southwest corner. 


Sidle up to the door and activate it, and you'll hear an old man shouting for you to go 
away. Persist, and the door's shutter slides open and a pair of eyes peer out. They are attached 
to a man who claims to not know who Esbern is. 


A CORNERED RAT 


137 


THE INVENTORY 


THE BESTIARY 


@ QUESTS 


ATLAS OF SKY RIM 


APPENDICES AND INDEX 





No amount of persuasion or pleading gets the man to unlock the door. Use the quote 
Delphine told you to tell the man: "remember the 30th of Frostfall." Only then does the man 
reveal himself to be Esbern and unlock the door. 

If you haven't spoken to Delphine after escaping the Thalmor Embassy, you can inform 
Esbern that you're Dragonborn, which is enough to pique his interest. 

0 OBJECTIVE: Talk to Esbern 


Quest Conclusion 

Once you're inside Esbern's hidey-hole, he asks how Delphine is after all these years, regarding 
the situation as "hopeless." He tells you that Alduin has returned, just as the prophecy said. 
Esbern believes it to be the end of the world. In fact, the only glimmer of hope would be if a 
Dragonborn returned.... 

Postquest Activities 

During the conversation, Main Quest: Alduin's Wall begins immediately. 



PREREQUISITES: Complete Main Quest: A Cornered Rat 

INTERSECTING QUESTS: Main Quest: A Cornered Rat, Main Quest: The Throat of the World ® MIN0R SP0llERS 

LOCATIONS: Karthspire, Riften, The Ragged Flagon, The Ratway, The Ratway Warrens, Riverwood, Sleeping Giant Inn, Sky Haven Temple, Alduin's Wall 
CHARACTERS: Delphine, Esbern, Orgnar 
ENEMIES: Forsworn, Thalmor Soldier, Thalmor Wizard 

0 OBJECTIVES: Escort Esbern to Riverwood, Talk to Esbern, Gain entrance to Sky Haven Temple, Learn the secret of Alduin's Wall 


£►> History and Prophecy 


0 OBJECTIVE: Escort Esbern to Riverwood 
♦ TARGET: The Sleeping Giant Inn, in Riverwood 



Now that Brynjolf and the Thieves Guild have helped you locate the slightly deranged Esbern, 
it is your job to chaperone him to Riverwood. Ask him if he knows the way out of here, and he 
sets off running. Follow him out of his hidey-hole or request that he follow you. Head down the 
stairs in the sewer junction chamber. As you both enter the sewer passages, Thalmor agents 
begin to appear. Defeat them. Combat continues as you push up the stairs and into the Ratway 
Warrens. Let Esbern fight the Thalmor Soldiers that may appear; Esbern is a powerful wizard 
and can handle himself in a fight. 

Head west, through the open gate in the hub room and into the connecting sewer tunnel. 
Go north past the tree routes and up the stairs by the dining chamber. Next, travel around 
to the south, above the hub room. Cross the middle balcony of the hub room, and go to the 
upper balcony overlooking this same hub room chamber. Head westinto the Ragged Flagon. 
From here, head west, into the Ratway mead-tasting room; then turn right (north) and use the 
wall lever to lower the wooden bridge if you haven't done this already. From here, you're one 
winding corridor away from exiting into Riften. At this point, you can Fast-Travel or trek back to 
Riverwood and the Sleeping Giant Inn. 

<<i>TIP Esbern simply crouches when overwhelmed by enemy attacks and 
then rises again Don't worry about him being killed. 


0 OBJECTIVE: Talk to Esbern 



ir.e Bldsr Bcrcus V 

skyrTm 


<3 


Inform Delphine that you've 
found Esbern, and she's most 
thankful, taking you both down 
into her secret cellar. Esbern 
reveals a particularly important 
historical location: Sky Haven 
Temple, constructed around 
one of the main Akaviri military 
camps in the Reach, during the 
conquest of Skyrim. He also places a book on the table. Read it at your leisure for some history. 

> Annals of the Dragonguard 

Delphine isn't impressed until Esbern informs you both that the Sky Haven Temple is where 
Alduin's Wall was built to set in stone all their accumulated dragonlore. But the location of the 
wall, one of the wonders of the ancient world, was lost. Fortunately, Esbern knows where it is 
and why the three of you should journey there: The ancient Blades recorded both history and 
prophecy on Aduin's Wall. With any luck, it may reveal how to defeat Alduin himself. 

0 OBJECTIVE: Gain entrance to Sky Haven Temple 

LiS^ — — — — m 

J3> Forsworn and Forsaken 

Delphine knows that Esbern's 
description fits an area of 
Skyrim called Karthspire, in the 
Karth River Canyon. She asks 
whether you should all travel 
there together or whether you 
should meet them at the Sky 
Haven Temple entrance. The 
choice is yours. You can: 

Fast-Travel to the nearest location closest to the temple, and then walk there. Or Fast-Travel 
to the temple entrance itself, if you've already discovered it. 

Travel the path along Falkreath Hold, which involves fending off any enemies along the 
way and fighting as a trio. This takes longer but allows you to raise levels and watch your 
teammates' considerable fighting talents. Neither of them can die from enemy attacks, so 
you can back them up in combat if that's your style. 

Take the same, lengthy route on your own or on horseback. You won't need to wait around, 
but you have no backup during any fights. 

Catch a carriage from Whiterun to Markarth, and then approach on foot from the west, as 
Delphine recommends. 




QUESTS: MAIN QUEST: ACT 2 



rmi 






After the meeting, Delphine says her last good-byes to Orgnar the barkeep and leaves the 
Sleeping Giant Inn for good. 



The Forsworn— primitive 
tribesmen fighting to drive 
the Nords out of this western 
hold— are active in this area. 
They are formidable warriors 
and mages, especially in 
groups as large as those you 
find at the Karthspire exterior. 
Depending on your play style 
and whether you're traveling alone or with Delphine and Esbern, expect a protracted and furious 
battle across the sprawling wooden and stone battlements as you cross the platforms spanning 
the Karth River. After some fine sneaking or impressive combat, seek the inky-black cave 
entrance and enter Karthspire interior. 


TIP If you lose Delphine and Esbern during the journey to the Sky 
Haven Temple, they appear when you enter the Karthspire interior. 
If you told them to go ahead, they will be waiting on the road close to the 
entrance, near the Karthspire Forsworn Camp (unless you reach there first). 


Fighting continues inside 
Karthspire as you head through 
a Forsworn camp and into a 
narrow ascension chamber, 
with stone buttresses and 
temple columns carved by 
the early Akaviri. There is an 
entrance high above you to 
the west, but it is currently 
impassable. There is a trick to releasing the two raised bridges that cross the width of the 
chamber. Move up to the three tricornered small pillars atop the dirt ramp. 

Puzzle Solution: The square tile in the middle of each column is significant; study the 
hieroglyph in each one. One looks like an eye with a pair of horns above it. One looks like a 
ceremonial bowl with stylized fire. The third looks like two dragon heads facing each other 
and an arrow pointing down. This is the symbol of the Dragonborn. Activate the pillars so the 
"Dragonborn" tile is shown and the line atop each pillar points east to west. The bridge to your 
left (south) lowers with a rumble. 

Cross the bridge and wait for Esbern to give his opinion on the tiled floor in the connecting 
chamber. Expect a fiery death if you step on the incorrect pressure plate. But there is a method 
to this madness: 

Puzzle Solution: Look for the plates that have the "Dragonborn" hieroglyph on them. 
Step only on those plates to wind your way across the floor, before you finally reach a carved 
dragon head and a lever. Pull the lever, and the second crossing lowers. This has the added 
bonus of switching off the pressure-plate trap. 



£> Alegory and Mythic Symbolism 

Head north across the two 
lowered bridges and into the 
Sky Haven Temple entrance, 
a large and remarkably 
well-preserved chamber. Esbern 
strides toward a big stone head 
at the far (west) end. Speak 
to Esbern about the entrance. 
He studies the circular floor 
carvings, murmuring something about them being a "blood seal." The mechanism needs 
blood to activate: your blood. The ancient Blades revered Reman Cyrodiil, and the whole place 
appears to be a shrine to him. Esbern explains the historical significance of this site. Listen for 
as long as you wish, but when you are ready, stand in the center of the circular floor carving 
and activate the blood seal. You cut your palm, dripping blood into the floor seal, and Reman 
Cyrodiil's giant carved head lifts open. 



0 OBJECTIVE: Learn the secret of Alduin's Wall 


Quest Conclusion 

You may wish to run on ahead 
or witness Esbern's excited 
discovery of Akaviri bas-reliefs. 
But the main chamber holds 
the real prize. While Delphine 
waits impatiently, Esbern 
explores the entirety of Alduin's 
Wall, which dominates this 
chamber. In the middle of the 
wall, Esbern discovers that the ancient Nords used a Shout to defeat Alduin. Delphine asks if 
you know of such a Shout. Answer that the Greybeards might know. Delphine responds with a 
few choice words about the Greybeards; she believes they shrank from their responsibilities and 
destiny. She recommends you head off to see them while she remains; Esbern is likely to be 
here a while. 



"When misrule takes its place at the eight corners of the world, 

When the Brass Tower walks and Time is reshaped, 

When the thrice-blessed fail and the Red Tower trembles, 

When the Dragonborn Ruler loses his throne, and the White Tower falls, 
When the Snow Tower lies sundered, kingless, bleeding, 

The World-Eater wakes, and the Wheel turns upon the Last Dragonborn." 


i 




Postquest Activities 

Esbern continues to inspect Alduin's Wall as Main Quest: The Throat of the World begins. In 
addition, you can start to befriend Delphine and Esbern inside the Sky Haven Temple and 
complete the four Blades Factions Quests, earning you Followers, items, dragons to kill, and 
blessings from Esbern. Consultthat Chapter for details. 



THE THROAT OF THE WORLD 



PREREQUISITES: Complete Main Quest: Alduin's Wall 

INTERSECTING QUESTS: Main Quest: Alduin's Wall, Main Quest: Elder Knowledge Favorites, Main Quest: Paarthurnax 
LOCATIONS: High Hrothgar, High Hrothgar Courtyard, Sky Haven Temple, Throat of the World 
CHARACTERS: Delphine, Esbern, Master Arngeir, Master Einarth, Paarthurnax 
ENEMIES: Ice Wraith, Troll 

0 OBJECTIVES: Talk to Arngeir, Learn the Clear Skies Shout, Use the Clear Skies Shout to open the path, Talk to Paarthurnax, Learn the Word of Power from 
Paarthurnax, Use your Fire Breath Shout on Paarthurnax, Talk to Paarthurnax 


<§) MINOR SPOILERS 


THE INVENTORY 


A CORNERED RAT ALDUIN'S WALL THE THROA T OF THE WORLD 

THE BESTIARY M QUESTS ATLAS OF SKYRIM 


139 


APPENDICES AND INDEX 







I 

V 

Don't wander around blindly in the gray mist; this is CAUTION ) 

dangerous. Lingering in the fog can drain your Stamina, and 

you'll have to contend with ke Wraiths and possibly a troll along the way. 


Sky Above, Voice Within 

0 OBJECTIVE: Talk to Arngeir 
♦ TARGET: Master Arngeir, High Hrothgar 


Continue up the path until 
you reach the edge of the fog 
bank. If the fog returns, then 
Shout again. As you progress 
up the zigzagging path, look 
out for the marker stones and 
the flags affixed to them. 

The pace is slow, but you 
eventually emerge above the 
fog bank and discover the Throat of the World —the summit of the largest mountain in Skyrim. 


I 

4 


A deep booming voice echoes 
around the giant rocks and 
snowbanks atop the mountain. 
Paarthurnax greets you. Speak 
to this giant white dragon, who 
asks why you intrude upon his 
meditation. Explain that you 
need to learn the Dragonrend 
Shout. He responds that 

patience is required and that formalities must be observed. Paarthurnax lands on the ground 
nearby and encourages you to hear his Thu'um and respond— if you are truly Dovahkiin! He 
opens his maw and scorches a nearby rock in a great gout of fire! 


0 OBJECTIVE: Learn the Word of Power from Paarthurnax 


While Esbern inspects the third 
panel of Alduin's Wall (and 
offers his opinion of it if you 
wish to listen), you should exit 
Sky Haven Temple. Head up 
and north, and exit through any 
of the "dragon arrow" doors 
to an outside ruin offering 
excellent views over the Reach. 
You have a long trek back toward Whiterun, and then must navigate the 7,000 steps again to 
High Hrothgar. You should Fast-Travel if you're feeling impatient. Seek out Master Arngeir, and 
inform him thatyou need to learn the Shoutthatwas used to defeat Alduin. The Greybeard 
is angered by your request, blaming the meddling Blades for their reckless arrogance. Arngeir 
ends the conversation (no matter what you say) by admonishing you for straying from the path 
of wisdom. 

Master Einarth murmurs something to Arngeir in dragon tongue, and Arngeir calls for you 
to stop. He apologizes for his outburst and informs you that the Shout is called "Dragonrend." 

It is unknown, even to the Greybeards of High Hrothgar, as it is deemed evil. Only the master 
of the Greybeards— Paarthurnax— can answer your questions. You are beckoned into the 
courtyard and are taught another Shout that will open the way to Paarthurnax. 

0 OBJECTIVE: Learn the Clear Skies Shout 

♦ TARGET: Master Arngeir, High Hrothgar Courtyard 


Follow Arngeir toward the ceremonial fire pit on the raised area of the courtyard, where he 
bellows three glowing, runic words into the carved stone on the ground below. Step onto and 
absorb each of them, so your Clear Skies Shout is the strongest it can be. Then absorb the 
knowledge from the glowing Master Arngeir. You learn Lok ("Sky"), Vah ("Spring"), and Koor 
("Summer"). Then enter your Magic > Shout Inventory menu, and select this Shout. 


The rock soon glows with a runic Word of Power. Take this as the gift it is intended to be, and 
absorb another new Word of the Fire Breath Shout. You then absorb Paarthurnax's knowledge 
of the Word...except the beast is still alive and doesn't need slaying. 

> Word of Power: Fire Breath 


> Word of Power: Sky, Clear Skies 

> Word of Power: Spring, Clear Skies 

> Word of Power: Summer, Clear Skies, 

0 OBJECTIVE: Use the Clear Skies Shout to open the path 
♦ TARGET: The mountain fog, atop the High Hrothgar steps 


£> Clearing the Throat 



With the Shout selected, turn 
and depart from High Hrothgar, 
heading up the steps from the 
fire pit to the southeast. You 
are greeted by a perimeter 
arch, through which is an 
impenetrable fog. Execute 
the Clear Skies Shout and 
the fog dissipates for a few 
seconds before blanketing the mountain again. This gives you a clear view of the path to the 
mountaintop. 


0 OBJECTIVE: Talk to Paarthurnax 
♦ TARGET: Paarthurnax, the Throat of the World summit 


0 OBJECTIVE: Use your Fire Breath Shout on Paarthurnax 


Paarthurnax now wishes you to greet him, not as a mortal but as a dovah ("dragon"). Select 
the Fire Breath Shout from your inventory, and yell it directly into the dragon, bathing him in 
your fiery blast. Paarthurnax doesn't become hostile; this is the ceremonial greeting he was 
expecting. 


Of course, don't follow this up with actual combat, or CAUTION G>f> > 
Paarthurnax actually becomes hostile, and you can't kill 
him now. 


0 OBJECTIVE: Talk to Paarthurnax 


Watcher at the Time-Wound 

Paarthurnax is happy to make your acquaintance and asks what you wish of him. When you 
repeat your request to learn the Dragonrend Shout, Paarthurnax has been expecting this. After 
further conversation, the great dragon says that even he does not know the Thu'um that you 
seek. After another question, he asks why you want to learn the Shout. Reply with any answer 
you wish, but do tell him you need to stop Alduin. Paarthurnax describes his elder brother as 
"troublesome." This hermit soon asks you why he lives up here. 


140 



The V 

sk^yrTm 


QUESTS: MAIN QUEST: ACT 2 




l 



Your answers won't be correct, so he tells you he meditates at this spot, as it was where Alduin was defeated by the ancient 
Tongues. But even the Dragonrend Shout wasn't enough; they had to employ the Kel — or Elder Scroll— to create a Tiid-Ahraan, 
or Time-Wound, and cast him adrift on the currents of Time. If you ask, he explains what an Elder Scroll is and reveals he has 
been waiting: For thousands of years, until Alduin began to emerge from Time. This is important to your cause. If you found 
an Elder Scroll at this exact location, you might be able to cast yourself back to the other end of the time break— and learn 
Dragonrend from those who created it! 


Quest Conclusion 

You're left with one overwhelming question... 

Postquest Activities 

...which is answered during Main Quest: Elder Knowledge! 



EIDER KNOWLEDGE KtPSte. 



PREREQUISITES: Complete Main Quest: The Throat of the World 

INTERSECTING QUESTS: Main Quest: The Throat of the World, Main Quest: Alduin's Bane, Main Quest: Paarthurnax, 

Daedric Quest: Discerning the Transmundane, Other Faction Quests (The Greybeards Quests): Word Wall Revelations* Other 
Faction Quests (The Greybeards Quests): Meditations on Words of Power*, College of Winterhold Quest: First Lessons 
LOCATIONS: Alftand, Alftand Animonculory, Alftand Cathedral, Alftand Glacial Ruins, Alftand Ruined Tower , Blackreach, College of Winterhold, Hall of the 
Elements, The Arcanaeum, High Hrothgar , High Hrothgar Courtyard, Septimus Signus's Outpost, Sky Haven Temple, Throat of the World, Tower of Mzark, 
Oculory 

CHARACTERS: Esbern, Faralda, Master Arngeir, Paarthurnax, Septimus Signus, Urag gro-Shub 
ENEMIES: Dwarven Centurion, Dwarven Sphere, Dwarven Spider, Falmer, Frostbite Spider, Horker, Ice Wolf, J'darr, Skeever, Wolf 
0 OBJECTIVES: Learn the location of the Elder Scroll, (Optional) Talk to Esbern, OR (Optional) Talk to Arngeir, Objective: Recover the Elder Scroll 

m 


• MINOR SPOILERS 


<|0 NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may. 


[$> Higher Learning 

0 OBJECTIVE: Learn the location of the Elder Scroll 

♦ TARGET: College of Winterhold 

0 OBJECTIVE: (Optional) Talk to Esbern 

♦ TARGET: Esbern, at the Sky Haven Temple 
0 OBJECTIVE: OR (Optional) Talk to Arngeir 

♦ TARGET: Master Arngeir, at High Hrothgar 


Finish your conversation with Paarthurnax by asking him to impart all the information about 
the Elder Scroll that he can. According to him, when you return with the Scroll, you shall meet 
Hakon, Gormlaith, and Felldir — the first mortals to whomj’aarthurnax taught the Thu'um and 
who led the rebellion against Alduin. Complete your talk with Paarthurnax, and then leave to 
locate the Elder Scroll, if you haven't found it yet. There are two optional clues that point you in 
the correct direction. 

NOTE Do you already have the Elder Scroll in your possession? This 
is possible, if you've completed Qaedric Quest: Discerning the 
Transmundane. If so, you can skip this quest and begin Main Quest: Alduin's Bane. 

NOTE Remember that, you con still return to him to meditate on Words 
of Power Consult Other Factions Quests (The Greybeards Quests): 
Mediations on Words of Power for more details. This quest becomes available 
once you complete Main Quest: The Horn of Jurgen Windcaller. 


Talking to Esbern: To learn more about your Elder Scroll search, you may wish to return to the 
Sky Haven Temple. Esbern is usually standing outside, atop the mountain the temple is dug 
into, gazing over the Reach. Approach the temple pavilion and speak to him. He recommends 
you visit the College of Winterhold. Your map updates. 

Talking to Arngeir: To learn more about your Elder Scroll search, you can visit High Hrothgar 
and speak with Master Arngeir. The Greybeards do not concern themselves with the Scrolls, but 
such blasphemies have always been the stock-in-trade of the mages of Winterhold. He suggests 
you try their College. Your map updates. 


MOTE At this point, you can speak to Arngeir and learn the locations of 
additional Words of Power. Consult Other Factions Quests (The 
Greybeards Quests): Word Well Revelations for more details. 


£> Insane Ruminations 

Begin your journey to the city 
of Winterhold. The College is 
linked to it by a bridge. At the 
bridge's near end, a High Elf 
wizard guards the entrance. 

She stops you, warning that 
it's not safe to cross the bridge 
and that you will be denied 
entrance to the city. She will 
become hostile if you take a swing at her. Although she has some complaints about the College, 
which you can ask her about, you really just want to enter the College. Ask if this is possible, 
and she asks why. Choose the answer that best suits your demeanor. She requires that you 
take a test to show you're at least competent in the use of magic. You can: 

Walk right in without dealing with Faralda, if you're already a member of the College of 
Winterhold and started that line of Side Quests. 

(Persuade) Tell her that you both know you'll be successful. 

Agree to take the test. When the test begins, Faralda requests you aim a spell at the seal on 
the ground near to her. 

Ask if she would grant entry to the Dragonborn. Faralda asks if you really have the Voice. 
Show her any Shout you have. 

Spell Casting: Bring up your Magic menu and choose the spell Faralda has requested. She can 
choose Firebolt, Magelight, Fury, Conjure Flame Atronach, or Healing Hands, depending on your 
available spells and knowledge of particular magic styles. Aim at the seal and cast the spell. 
After a successful casting, Faralda tells you to find Mirabelle Ervine inside the College. 

Dragon Shouting: Bring up your Shout inventory, choose any Shout (a good choice is Fire 
Breath), aim it at the seal, and bellow. After you strike the seal, Faralda tells you that there is 
much you both can learn from each other and that you'd be a superb addition to the College. 



TRANING 


THE INVENTORY 


THE THROAT OF THE WORLD ELDER KNOWLEDGE 

THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 






You can now ask Faralda more questions about Mirabelle and the College, or even receive 
training in the arts of Destruction Magic. College of Winterhold Quest: First Lessons is now 
active, and you are told to report to Mirabelle Ervine. However, this objective is not required or 
part of the Main Quest. Cross the bridge, enter the College's exterior courtyard, open the grand 
doors, and enter the Hall of the Elements. Immediately make a right (east) turn and enter the 
Arcanaeum. 


Be extra mely careful where you wave your fin gars ! Don 't CAUTIO N 

aim (accidentally or otherwise] at Faralda or choose a spell 
(or Shout) that has a lorge area of effect. If you cast a wider flame-based 
attack, you risk setting Faraldo on fire, effectively ending your tryout as an 
apprentice mage! 


<<&> TIP Do you went to mingle with other mages? Then consult the College 
of Winterhold Quests for further information on the denizens of this 
epicenter of magic in Skyrim. This is also a great time to start their quests, if you 
haven't done so already. 


Asking Septimus about the Elder Scrolls results in a torrent of knowledge. Ask where the 
Scroll is, and after receiving moderately useless information, ask once more (either pleasantly 
or with a more threatening tone). Septimus agrees to tell you, but in return, you must venture 
into Blackreach, a strange underground Dwemer city that lies below Alftand. 

Ask about getting into Blackreach. Septimus keeps up his riddle-based prattling and hands 
you two items: The first is an odd-edged lexicon, used by the Dwemer for inscribing. The second 
is an Attunement Sphere, which apparently "sings" when you near an important Dwemer door. 
Once these are in your grasp, your Main Quest updates. Stay and speak further with Septimus if 
your sanity can stand it. 

> Attunement Sphere > Blank Lexicon 

0 DAEDRIC QUEST OBJECTIVE: Transcribe the Lexicon 

♦ TARGET: Tower of Mzark 

0 OBJECTIVE: Recover the Elder Scroll 

♦ TARGET: Tower of Mzark 


Urag gro-Shub locates and places two tomes on the nearby desk: Effects of the Elder 
Scrolls and Ruminations on the Elder Scrolls. After reading both books (which you may keep 
or leave on the desk), you find that the Ruminations tome is the work of a madman. Daedric 
Quest: Discerning the Transmundane now begins. 

> Effects of the Elder Scrolls > Ruminations on the Elder Scrolls 


($> Trek to the Tower 

\<Bp TIP You must have the Attunement Sphere on your person in order 
to continue; otherwise, you cannot access the route necessary to 
reach the Elder Scroll. The following location is one of a few entrances to a 
giant underground city called Blackreach. This is the optimal path, but there are 
others. Consult the Atlas to see all the ways to enter this subterranean citadel 
and the Tower of Mzark. 



Look for the Ore Mage named 
Urag gro-Shub, who runs the 
Arcanaeum. Although you can 
ask to assist him in College 
business (which allows you 
to accomplish several College- 
related tasks unrelated to this 
quest) and can ask about the 
Arcanaeum library, you're here 
to ask him about the Elder Scroll. Urag isn't too happy with you offhandedly asking about such 
a powerful artifact. You may listen to an overview of the Scrolls before asking if there's an Elder 
Scroll you could use. Urag laughs at this question; he wouldn't show the likes of you, even if he 
obtained one. Ask if he at least has any information on them. He agrees to locate a couple of 
arcane tomes that may have some clues. But mostly they contain lies leavened with rumors. 



and you may encounter wolves 
and Ice Wolves. 


Septimus Signus's 
Outpost is cut into one of the 
hill-sized icebergs, close to a 
moored rowing boat. Climb 
down the ladder and the slope 
to reach a lone mage in a 
chamber of ice. He appears to 
be guarding some kind of Dwemer box about the size of a house. 


0 DAEDRIC QUEST OBJECTIVE: Ask Urag about the insane book 

Return to Urag and let him know that the Ruminations book is incomprehensible. He doesn't 
seem surprised; after all, this book was the work of Septimus Signus. Although Signus is the 
world's master of the nature of Elder Scrolls, Urag tells you he's "been gone for a long while." 
You suspect he means both mentally and physically. He currently resides north of the College in 
the treacherous Ice Fields. 

0 DAEDRIC QUEST OBJECTIVE: Find Septimus Signus 
♦ TARGET: Septimus Signus's Outpost 

£> The Hermit of Hermaeus Mora 

The giant chunks of ice floating 
off the Northern Coast are 
your next destination. Exit 
the College and run down to 
the frigid coastal waters. Hop 
across any floating ice that 
you can, navigating your way 
north. Expect to slice into a 
few Horkers along the way, 

Ike finder j&crcjls V 

s!<yrTm 


Alftand is located on the 
glacial mountains southwest 
of Winterhold. Your trek there 
is usually interrupted by wild 
animal attacks. The exterior 
of Alftand is a series of dotted 
structures, both Dwarven and 
Nordic in nature. Below the 
glaciers is the Alftand Ruined 
Tower, which offers a dangerous route to the glacier's top. A much better way is to stay outside 
to reach the two windswept huts, an inaccessible Dwarven tower, and a precarious platform 
that winds down and around the rooftops, on the side of the glacier. Head down the planked 
bridges until you reach the entrance to the Alftand Glacial Ruins. This is the way to go. 

Wind through the glacial 
tunnels that have been mined 
out and left in a real mess, 
with debris and cooking 
equipment strewn about, 
and the signs of fighting 
everywhere you look. Follow 
the tunnel down until you 
reach the beginnings of 
the Dwarven architecture, a stone tunnel that ends in a connecting room with a stone table, 
and a large barred doorway to the north. This can only be unlocked from the other side. 






H? 


QUESTS: MAIN QUEST: ACT 2 




On the nearby table you'll find Research Notes. Whoever wrote it thought he saw a strange 
human figure on the other side of the barred doorway. 

> Research Notes 

Atthis point, the passage west heads up a ramp and down the other side, into another glacial 
intrusion. Watch for attacks from a Dwarven Spider as you go. A Skooma-addled Khajiit is 
shouting about being trapped here and attacks if he sees you. Drop him, and continue down 
into the start of the main Dwarven ruins. The ceilings tower above you as you reach a cog and 
piston room with a raised center and two Dwarven Spheres appearing from their wall holes to 
attack. Continue north to a vent chamber with a locked gate (Novice) leading to a few scraps of 
treasure. Head through the gold door and up to a Dwarven Spider-infested passage stretching 
south. This leads to a locked (Apprentice) gold door with items to steal behind it, and a main 
path around to the east, which brings you back into the cog and piston room. This time, you're 
above the raised center. Navigate the pistons (jump over them, or you risk being pushed off by 
them) in a counterclockwise route to the short corridor and door to the Alftand Animonculory. 

<x|£ TIP There are many trinkets of Dwemer origin to pick up (and sell once 
you leave). Among the vendors across Skyrim, a wizard named 
Calcelmo in Markarth's Understone Keep is most interested in these items and 
gives a good price, although you can sell them to any merchant or vendor who 
wints them. 

Move through the green-tinged 
corridor to an opening on your 
left (east). This leads to a large 
pipeworks corridor. Avoid two 
Dwarven Spheres by staying 
on the low ground, and head 
through the gap in the gold 
fencing to the left of the stone 
steps. Otherwise, head up 
the steps, over the pipes, and up the ramp with the central slit. Walk on the slit so you don't 
trigger a blade trap by stepping on the pressure plates. At the barred doorway, use the lever on 
your right to lower the bars. The lever behind the bars raises them, which isn't necessary unless 
you're being pursued and want to halt your attackers. Step out into the grand Animonculory 
shaft— a long vertical drop you need to descend without falling. Remove any Dwarven Spider 
threats, and head down the sloping stone walkway to an arched entrance platform. The gold 
door here (Apprentice) just leads to a dead end and more treasure. 

Peer over the edge of the 
stone platform facing into the 
shaft. The walkway below has 
crumbled, forcing you to drop 
onto the jutting gold pipe and 
then the rubble platform. There 
is a walkway to the west, 
heading up to a precarious 
ledge, a Dwarven Spider 
battle, and a piston that can push you over the edge. The way forward and downward is to the 
northeast. Look for the lantern and falling water, as the sloping walkway is hidden. 

As you descend, something horrific shuffles out of the shadows: an eyeless figure, thought 
to be myth. These are Falmer, the degenerate remnants of the original Elven inhabitants of 
Skyrim ! Dispatch four of them as you follow the winding platform down. T ake care not to lose 
your footing and fall to your death. Next, face the jet of fire blasting the entrance to a gold 
door. Dart through or around, and enter a Falmer nest. 

Falmer appear from their huts, forcing you to fight or sneak by. Follow the passage down 
to a second set of Falmer in a boiler chamber. Watch for those rattling, hanging bones if you're 
sneaking, as these startle the Falmer into finding you. Head down the steps, watching for 
Skeever attacks, and look for a gold door on the southeast wall. This is the way onward, but 
you may wish to turn to the northwest, open a gate, and enter an ancient Dwarven Elevator. 

Pull the lever and you ascend to the Alftand Glacial Ruins. 


Step around the rubble and to the barred doorway where you found the Research Notes. 

Pull a wall lever here, so the bars retract. This allows you to easily navigate up and down the 
Animonculory if you explore here in the future. For now, use the elevator to head back down, 
and open the gold door in the southeast wall. This leads down the sloping walkway to the 
shaft's bottom, where you encounter another Falmer attack and face a Frostbite Spider. From 
here, you have only one set of corridor steps and a claw trap (move around the trip wire) 
before you enter the Alftand Cathedral. 

Battle a Falmer and navigate 
some floor trigger plates to 
reach a gold door that leads 
out into the main cathedral 
chamber— a massive echoing 
cavern with a central structure 
and a doorway barred with 
spears. Check the area for 
Falmer and the steps to your 
left (south) before heading to a gold lever above the entrance from which you came. This 
raises the spears, enabling you to enter the cathedral platform, where a giant steam-powered 
mechanical monster roars into life. This Dwarven Centurion is a frightening form, but you should 
defeat it, as it carries a handy key. 

> Key to Alftand Lift 

Climb to the gate (southwest) 
at the platform's top, open 
it, and then listen to the 
arguments of two thieves, Sulla 
and Umana. You must slay 
them, as there's no reasoning 
with them. Now open the gate 
beyond the strange Dwarven 
Mechanism. This leads up to 
the top of the Alftand glacier, and a tower you couldn't access when you first reached here. 

Open the gate from the inside using the wall lever (so you can access the cathedral directly 
from the surface during future adventures); then travel back down to the cathedral. Approach 
the Dwarven Mechanism now, and insert the Attunement Sphere Septimus gave you. The floor 
parts, revealing stairs down to a hidden gold door and an entrance into the mysterious undercity 
of Blackreach. 

NOTE Take a moment to adjust to the vastness of this cavern. Aside 
from firing a Dwarven crossbow using an adjacent lever and 
investigating the small stone building to the southwest (Sinderion's Field 
Laboratory, where you can start collecting Crimson Nimroot and begin Side 
Quest: A Return to Your Roots), there is a sprawling area to adventure through. 

Consult the Atlas for information on the entire area; this walkthrough points you 
directly to the exit necessary to reach the Elder Scroll. 

Exiting Blackreach using the 
appropriate Dwarven Elevator 
involves a romp west. First, 
though, you may wish to 
head southeast, to a golden 
button encased on a Dwarven ♦ 
head pedestal. Press it, and 
the elevator behind lights up, 
allowing you to ascend and 
exit back outside. Open the gate, allowing you to enter from the Great Lift of Alftand (a new 
tower entrance northeast of Nightgate Inn). Return to Blackreach and find the cobblestone 
path heading roughly west. Follow it past ancient structures and towering luminescent fungi. 

Continue with a giant lake and cascading waterfalls to your left (south), heading over a stone 
bridge. Go west and turn left (south) to reach a colossal elevator that allows you to ascend into 
the Tower of Mzark, your destination. 







<£) ELDER KNOWLEDGE 

TRANiNG THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 





3> Oculory Operation 

Venture along a corridor with a burst steam pipe and small 
camping area, and through gold doors into a gigantic, circular 
Aedrome chamber. The chamber is dominated by a huge sphere. 
This appears to be some kind of massive Oculory, with a variety 
of focusing lenses and other golden machinery attached. Head 
to the cluster of controls on the platform above the Oculory. 

The controls are comprised of five cylindrical devices: a Lexicon 
Receptacle and four positioning buttons embedded in pedestals. 
There is a certain way to use these devices to produce something 
hidden in one of the lenses. 



Quest Conclusion 

Drop down from the balcony controls and approach the 
open lens crystal. Take the Elder Scroll from its elaborate 
compartment. Then exit using the door under the Lexicon 
Receptacle. This leads to one final Dwarven Elevator, which 
allows you to open the gate from the Tower of Mzark, step 
out into the exterior, and add another possible entrance to 
Blackreach, if you decide to return. 

> Elder Scroll 


Puzzle solution: Activate the Lexicon Receptacle, so the Blank Lexicon rests on top of it. The two pedestals to the 
Receptacle's right— the only ones currently active— open and close the Oculory lenses. Press the taller of the two pedestals 
(right of the middle one with the lens chart on it) three or four times, until the pedestal with the blue button to the left of the 
middle one starts to glow. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). The two pedestals 
to the left of the Receptacle— the taller of which is now active— control the ceiling lens array. Press the button of the taller, left 
pedestal twice, until the button on the far left, smaller pedestal begins to glow. Now press that button, and a large set of lens 
crystals descends from the ceiling and stops. The main crystal rotates and splits apart to reveal a tubelike carrying device. 


Postquest Activities 

As soon as you take the Elder Scroll, Main Quest: Alduin's 
Bane begins. In addition, you are able to return to the giant 
underground city of Blackreach and can continue Daedric 
Quest: Discerning the Transmundane from this point on. 
Consult that quest for further information. 



Quests (The Greybeards Quests): Meditations on Words of Power*, Other Faction Quests (The Greybeards Quests): Words of 
Power*, College of Winterhold Quest: First Lessons 
LOCATIONS: Throat of the World, Tower of Mzark, Oculory 
CHARACTERS: Felldir, Gormlaith, Hakon, Paarthurnax 
ENEMIES: Alduin 

0 OBJECTIVES: Read the Elder Scroll at the Time-Wound , Learn the Dragonrend Shout from the Nord heroes, Defeat Alduin 


NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may. 


A Blast from the Past 



Once you've taken the Elder 
Scroll from the Oculory inside 
the Tower of Mzark, simply 
return to the Dwarven Elevator 
and head outside. Once you're 
back on Skyrim's surface, you 
can travel (by your preferred 
means) to the Throat of the 
World, where Paarthurmax is 
perched on his rock, watching you intently. Move near the Time-Wound, which glows brighter as 
you advance upon it, and read the Elder Scroll from your inventory. 


Tr.e €T.der -Scrolls V 

sl< yrTm 


0 OBJECTIVE: Learn the Dragonrend Shout from the Nord heroes 
♦ TARGET: Hakon, Gormlaith, and Felldir, through the Elder Scroll 

Your vision pitches back into 
the past, thousands of years 
ago, when the Nord heroes 
of old first fought Alduin and 
his dragon brethren. But 
Gormlaith, Hakon, and Felldir 
are seen as if you could reach 
out and touch them. You 
cannot move while watching 
this memory play out. You watch as Gormlaith and Hakon deliver a series of killing blows to a 
dragon, with Hakon worrying that Alduin may not appear and fall into the trap they have set for 
him. Felldir has seen none of his kin stand against Alduin, not Galthor, Sorri, or Birkir. Gormlaith 
replies that they did not have Dragonrend. But as Alduin cannot be slain like a lesser dragon, 
Felldir has brought something to even the odds— an Elder Scroll! 

The giant black dragon soon descends on the trio of Nord warriors. As planned, the three 
heroes bellow out Joor ("Mortal"), Zah ("Finite"), Frul ("Temporary")! At the same moment 
in present time, you absorb the knowledge of this Shout yourself. Alduin is confused, and sees 
fear for the first time. While Gormlaith is torn and tossed about by an enraged Alduin, Hakon 
yells to Felldir to use the Elder Scroll. After Felldir yells the incantation, Alduin is consumed by a 
massive ball of energy, sucked into the Elder Scroll, and is banished from the world of Skyrim... 
of the past. But what of the present? 





144 


QUESTS: MAIN QUEST: ACT 2 



> Word of Power: Mortal, Dragonrend 

> Word of Power: Finite, Dragonrend 

> Word of Power: Temporary, Dragonrend 

0 OBJECTIVE: Defeat Alduin 
♦ TARGET: Alduin, Throat of the World 

[ 3 > Rending the World-Eater Asunder 

Something black and jagged 
arcs through the blizzard. 
Alduin has seen your attempts 
at reading the Elder Scroll but 
arrives too late to prevent 
you from learning the Shout 
that may be his downfall. 
Paarthurnax attempts to 
intercept Alduin's attack but is 
cut down and lands heavily near you. He tells you to use the Dragonrend Shout if you can. 


Dragon Slaying: Immediately select Dragonrend from the Shouts, and target the Thu'um 
directly at Alduin as he flies down to a hover, swoops past, or lands. 

Try to lengthen the attack of the Shout (by holding down the Shout button). When he 
lands heavily, utilize your favored attack (which can be a second or third Shout as well as your 
magic and ranged or melee weapons). 

If Alduin takes to the skies, use Dragonrend again; it is the only guaranteed way of 
dropping him back down to earth. 


is. ' 

Warning! Alduin is completely invincible except when he's CAUTION G&> 
affected by Dragonrend! 


Continue combat, which is the most difficult that you've likely faced, and make use of any 
Health, Magicka, or Stamina potions thatyou've acquired for this battle. 

Quest Conclusion 

The battle ends only after you've depleted Alduin's health, or he's savaged you to death; there 
is no respite. Kill or be killed! 

Postquest Activities 

Once you've dealt a final blow to Alduin, Main Quest: The Fallen begins. 



<# MAIN QUEST: ACT III 



THE FALLEN 




PREREQUISITES: Complete Main Quest: Alduin's Bane 

INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest: Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall Revelations*, Other 
Faction Quests (The Greybeards Quests): Meditations on Words of Power* 

LOCATIONS: Whiterun, Dragonsreach 

CHARACTERS: Esbern, General Tullius, Jarl Balgruuf the Greater, Jarl Vignar the Revered, Master Arngeir, Paarthurnax, Ulfric Stormdoak 
ENEMIES: Alduin, Odahviing 

0 OBJECTIVES: Talk to Paarthurnax, OR Talk to Arngeir, OR Talk to Esbern, Talk to the Jarl of Whiterun, Learn Shout to call Odahviing, Prepare trap for 
Odahviing, Call Odahviing to Dragonsreach, Defeat and trap Odahviing, Interrogate Odahviing 


NOTE * Queit names marked with this symbol do not appear in your Quest Menu list, although objectives may. 


Part 1: Expert Mediation 


0 OBJECTIVE: Talk to Paarthurnax 

♦ TARGET: Throat of the World 
0 OBJECTIVE: OR Talk to Arngeir 

♦ TARGET: High Hrothgar 
0 OBJECTIVE: OR Talk to Esbern 

♦ TARGET: Sky Haven Temple 

Alduin collapses to the 
ground after you deal him a 
particularly impressive blow. 

But the arch-dragon isn't some 
common serpent; he is firstborn 
of Akatosh! He cannot be slain 
here, even by you. He takes 
to the skies, and even your 
Dragonrend cannot stop him. 

He seems weakened; he's down but not out. Now you must seek the guidance of your chosen 
ally. You have three to choose from: 



1 . Paarthurnax 


If you are favoring the kinship of the Greybeards over the Blades, you 
may seek council with Paarthurnax. Mention that you need to find out 
where Alduin went, and the dragon ponders this. Perhaps an ally of 
his could be convinced to betray him. Paarthurnax mentions that the 
palace in Whiterun— Dragonsreach— was originally built to house a 
captive dovah (dragon). It would be a fine place to trap an Alduin ally. 
You mention that the Jarl might need some convincing (as the quest 
updates). Then Paarthurnax tells you the story of how the place came 
to be named Dragonsreach. 

You may visit Master Arngeir, who heard the Dragonrend Shout from 
High Hrothgar. Arngeir tells you that Alduin can travel to Sovngarde to 
devour the souls of the dead, but no one knows how this is achieved. 
You reply that one of his dragon allies might reveal this. But there 
is one possibility: Dragonsreach, which was originally built to hold 
a captive dragon. This did indeed occur in the time of Olaf One-Eye, 
thousands of years ago. You might be able to trap a dragon there, 
once you have the Jarl's cooperation. 


2. Arngeir 





TRANING THE INVENTORY 


ELDER KNOWLEDGE ALDUIN'S BANE THE fftUEH f g> 

THE BESTIARY ^ QUESTS ATLAS OF SKYRiM APPENDICES AND INDEX 







Or you can return to Esbern at the Sky Temple pavilion outside, and 
he asks what happened. He believes Alduin returned to Sovngarde to 
feed on the souls of the dead, and if you don't find him soon, he'll 
return stronger than ever. When you mention that his dragon allies 
might know where the portal to Sovngarde is, Esbern agrees and asks 
you about Dragonsreach. Apparently it was built to hold a captive 
dragon, back before the Akaviri crusaders cleansed Skyrim of dragons. 
You could trap a dragon there, but getting the Jarl to use his palace as 
a dragon trap might be impossible. 

0 OBJECTIVE: Talk to the Jarl of Whiterun 
♦ TARGET: The Jarl of Whiterun, in Dragonsreach, in Whiterun 

NOTE Esbern has another problem if you speak with him. He's 

discovered who the Greybeards' leader really is™ a dragon 
responsible for many atrocities during the ancient Dragon War. On behalf of 
the Blades, he demands that Paarthurnax die far these crimes. Furthermore, 

Eshern's oath as a Blade prevents him from offering you aid or comforl until this 
dragon is slain. 

<%) NOTE Main Quest; Paarthurnax begins officially at this point. 

Consult Main Quest: Paarthurnax for further information. It can 
also occur if you speak to Delphine. You must complete this quest to access help 
at the Sky Haven Temple from the Blades; otherwise Delphine and Esbern will 
speak but offer no assistance to you, which takes the form of the four Other 
Factions Quests involving the Blades. 

Return to Whiterun and visit Dragonsreach within its walls. Approach the Jarl, who is 
usually sitting under Numinex's skull. Numinex is the dragon that Jarl Olaf One-Eye brought 
back to Whiterun. Request that the Jarl help you, as you require a trap to snare a dragon in the 
Jarl's palace. The Jarl's responses, and even the Jarl himself differs, depending on how the Civil 
War is progressing: 

Jarl Balgruuf the 
Greater is the Jarl if the 
Imperials still have this 
Hold during the Civil War or 
if you haven't decided to 
start the Civil War. 

If the Stormdoaks have 
one Hold left or have been 
completely wiped out, and 
the Imperials (to which Jarl 

Balgruuf has pledged loyalty) have emerged victorious in the Civil War, the Jarl begrudgingly 
agrees to let you try out your insane dragon-trapping plan. You can skip Main Quest: 

Season Unending (which occurs in the middle of this quest), and continue your plan on the 
Dragonsreach balcony. Main Quest: The Fallen (Part 2) begins. 

If the Stormdoaks have more than one Hold left during the Civil War, or you haven't 
started any of the Civil War Quests yet, the Jarl has more pressing matters than your lunatic 
schemes: Quest Conclusion Part 1 begins. 

Jarl Vignar the Revered is the Jarl if you've attacked Whiterun and driven out the 
forces loyal to Jarl Balgruuf and the Imperials and slaughtered those who defended 
the city. 

If the Imperials have one Hold left or have been completely obliterated from the Holds' 
major cities, and the Stormdoaks (who have installed this newly appointed Jarl) are victorious 
in the Civil War, the Jarl reluctantly agrees to let you perform your dragon-snaring act. You can 
skip Main Quest: Season Unending (which occurs in the middle of this quest), and continue the 
plan on the Dragonsreach balcony. Main Quest: The Fallen (Part 2) begins. 

If the Imperials have more than one Hold left during the Civil War, but the Civil War is 
under way and Whiterun has fallen to the Stormdoaks, the Jarl has problems with the ongoing 
Civil War conflict. Quest Conclusion Part 1 begins. 

AA The €flder .Scrolls V 

® wsTTyrTm 


Quest Conclusion Part 1 

The Jarl has no time (or additional men) to spare to trap a dragon. Explain that this is the 
only way to find Alduin. The Jarl says he wants to help, but he requires your aid first. Ulfric 
Stormcloak and General Tullius are both waiting for the Jarl to make the wrong move, and 
the Jarl's enemies won't sit idly by while a dragon slaughters the Jarl's forces. The Jarl cannot 
weaken the city while the threat of enemy attacks is looming. That threat would have to be 
nullified, even temporarily, for the Jarl to agree to your plan. For this to happen, both sides 
must agree to a truce, but the Jarl feels the bitterness runs too deep. 

But all is not lost. The Greybeards might be willing to hold a peace council, and then 
perhaps Ulfric and Tullius will listen. You're told to negotiate a peace deal, and so begins Main 
Quest: Season Unending. 

0 MAIN QUEST: Season Unending 
0 OBJECTIVE: Get Greybeards' help in negotiating a truce 

♦ TARGET: Master Arngeir, in High Hrothgar 

£> Part 2: Epic Entanglement 

0 OBJECTIVE: Learn Shout to call Odahviing 

♦ TARGET: Esbern, in the Sky Haven Temple 

♦ TARGET: OR Paarthurnax, at the Throat of the World 



Once you have convinced the Jarl to aid you, you still need a way to lure a dragon into your 
trap. You have a choice of teachers: 

Esbern: who has been busy in the Sky Haven Temple library. It appears that the ancient 
Blades recorded many of the names of the dragons they slew. By cross-referencing the 
burial-site map that Delphine created from the Dragonstone, Esbern has identified one of 
Alduin's raised dragons. 

Paarthurnax: whose arcane knowledge and commanding expertise of Shouts enables him to 
easily inform you of the Shout that you seek. 

Because the names of dragons are always three Words of Power (Shouts), the dragon will 
hear and come to you when his name is bellowed. Your teacher has the name of Od-Ah-Viing 
("Winged Snow Hunter"), and you learn the Shout to call Odahviing. 

> Word of Power: Snow, Call Dragon 

> Word of Power: Hunter, Call Dragon 

> Word of Power: Wing, Call Dragon 

NOTE Delphine, if she's with Esbern, now has a bone to pick with 
you. She assures you that the Blades won't be nearly as 
accommodating if you don't slay Paarthurnax up at the Throat of the World. 

This is another hint to start Mam Quest: Paarthurnax. Once again, rt is purely 
optional. Consult that quest for more information. 


0 OBJECTIVE: Prepare trap for Odahviing 
♦ TARGET: Jarl of Whiterun, in Dragonsreach 


mmmmsm 


3. Esbern 






4E 


QUESTS: MAIN QUEST: ACT 3 



Now that you've learned the 
Call Dragon Shout, you can 
try it out anywhere. Odahviing 
appears in the skies, but he's 
too far away to bring down 
using Dragonrend. As there's no 
way to capture Odahviing until 
you reach Dragonsreach, return 
to Whiterun and speak with the 
Jarl. He is ready, so inform him you're prepared to catch a dragon. Follow the Jarl up the steps 
to the side of his throne and out the doors to the northeast. 


When he drops onto Dragonsreach, Odahviing advances on his wings, furious at being 
forced to land. Back up (to the southwest) so Odahviing enters the giant hallway and passes 
between the two huge chains attached to the giant stocks contraption. When the dragon moves 
forward, the stocks slam down, trapping Odahviing! 



0 OBJECTIVE: Call Odahviing to Dragonsreach 
♦ TARGET: Battlements, atop Dragonsreach 

You emerge on the large stone battlements, which have a dragon-sized porch area. Move to 
the crenellations at the structure's northeast edge, where the Jarl tells you to call; his men are 
ready. Execute the Call Dragon Shout and wait a few moments. The ominous sound of leathery 
wings echoes across the tundra. 


0 OBJECTIVE: Defeat and trap Odahviing 

The mighty red beastsoars up and attacks the battlements. Atthis point, you must bring 
Odahviing down and spring the trap: 

Dragon Trapping: It is important to note that you're trapping — and not killing — 
Odahviing. Attacking with ranged spells or arrows usually annoys Odahviing enough for him to 
swoop and land on the battlements. 

An easier plan is to yell the Dragonrend Shout at Odahviing. This hampers his flying and 
makes him drop onto the battlements without having to lengthen this already-difficult battle. 


Odahviing feels humiliated and 
is perhaps a little impressed 
by your trapping talents. 

Ask where Alduin is hiding 
(and then ask again), and 
Odahviing reveals Alduin has 
traveled toSovngardeto 
regain his strength. The door 
toSovngarde is located at 
Skuldafn, one of his ancient fanes (temples) high in the eastern mountains. After answering 
your questions, Odahviing asks to be freed. Answer that he must serve you. Odahviing initially 
refuses but remembers one important detail he forgot to mention... 

Quest Conclusion Part 2 

It seems that Skuldafn can be entered only by flying. Odahviing offers to fly you there, but only 
after you free him. This conundrum is concluded at the start of the next quest. 

Postquest Activities 

Once you're pondering how to reach Skuldafn and setting Odahviing free, Main Quest: The 
World-Eater's Eyrie begins. 



=~ 

nn 

PAARTHURNAX 





PREREQUISITES: Complete Main Quest: Alduin's Bane 

INTERSECTING QUESTS: Main Quest: Alduin's Bane, Other Faction Quests (The Greybeards Quests): Word Wall Revelations* , • MIN0R SP0ILERS 

Other Faction Quests (The Greybeards Quests): Meditations on Words of Power*, College of Winterhold Quest: First Lessons 

LOCATIONS: Riverwood, Sleeping Giant Ian, Sky Haven Temple, Throat of the World 
CHARACTERS: Delphine, Esbern, Master Arngeir 
ENEMIES: Paarthurnax 

0 OBJECTIVES: Kill Paarthurnax, Talk to Delphine or Esbern 


-4 


NOTE * Quest names marked with this symbol do not appear in your Quest Menu list, although objectives may. 


| 3 > Slaying the Summit's Hermit 

Q OBJECTIVE: Kill Paarthurnax 
♦ TARGET: Throat of the World (mountain summit) 

Your alliance with the Blades 
sits uneasily upon a knife 
edge. They refuse to help 
you (which basically means 
you cannot access their Other 
Faction Quests) until you've 
defeated the monster at the 
Throat of the World. Reasoning 
with them that Paarthurnax 



has changed his ways and now embodies peace and meditation falls on deaf ears. They simply 
want you to remove Paarthurnax, as they perceive him to be partly responsible for the many 
deaths of their ancestral clan members. 


Remember! This quest is completely optional. You will lose 
standing with the Greybeards if you complete this task, so it 
is time to pick a side. 


CAUTION 


NOTE Killing Paarthurnax does not affect the future Main Quests; you 
will still be able to complete your task of killing Poarthurnax's 
brother, Alduin, without any complications. 


TRANSNG 


THE FALLEN PAARTHURNAX 



THE INVENTORY 


THE BESTIARY 


# QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




Return to the Throat of the World (or remain here after the end of Main Quest: Alduin's Bane) 
and approach Paarthurnax. Kill him using your favorite weaponry. One method is to launch Fire 
Breath (the Shout he actually taught you) into him until he starts to flinch and takes to the 
skies. Then wound and bring him down to the ground with Dragonrend. Finish with your other 
attacks, using a bow, magic, or melee weapons. Gather the gold and bones from Paarthurnax's 
corpse, but only after absorbing his soul. 

> Dragon's Soul 




0 OBJECTIVE: Talk to Delphine or Esbern 
♦ TARGET: Riverwood or Sky Haven Temple 


Quest Conclusion 

Return to Delphine or to Esbern. Depending on when you killed Paarthurnax or who gave 
you this quest, expect a similar response from either of them: They are extremely happy; the 
ancient evil is avenged, and the shades of many Blades salute you this day! 


Return to Master Arngeir, and the greeting is slightly colder. You are lucky the Greybeards 
are men of peace, as you've tested their philosophy beyond the breaking point. You've thrown 
your lot in with a cabal of Akaviri barbarians. You are no longer welcome in High Hrothgar. 

TIP To gain the most knowledge and help from both the Greybeards and 
the Blades, complete both of the Other Factions Greybeards Quests 
to your satisfaction, and then complete this quest. After that, you have limited 
contact with the Greybeards but are on excellent terms with the Slades. You can 
complete the four different {and some repeatable) Other Factions Blade Quests 
afterward. 

Postquest Activities 

Your other Main Quests continue as normal. Contact with the Greybeards is now kept to a 
minimum; they want nothing more to do with the likes of you. The Blades welcome you 
into their fold. You may begin any of their Other Faction Quests after speaking to Esbern or 
Delphine. 



SEASON UNENDING 



PREREQUISITES: Partial Complete Main Quest: The Fallen 
INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest: 
Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall 
Revelations*, Other Faction Quests (The Greybeards Quests): Meditations 
on Words of Power* 

LOCATIONS: High Hrothgar, Solitude, Castle Dour, Whiterun, Dragonsreach, 
Windhelm, Palace of the Kings 


CHARACTERS: Delphine, Elenwen, Esbern, Galmar Stone-Fist, General 
Tullius, Jarl Balgruuf the Greater, Jarl Elisif the Fair, Jarl Vignar the 
Revered , Legate Rikke, Master Arngeir, Ulfric Stormdoak 
ENEMIES: None 

0 OBJECTIVES: Get Greybeards' help in negotiating a truce, Talk to 
Arngeir, Talk to General Tullius, Talk to Ulfric Stormdoak, Talk to 
Arngeir, Take your seat, Negotiate a truce 


NOTE * Q ues t names marked with this symbol da not appear in your Quest Menu list, although objectives may 


Season Unending only occurs if the Civil War still rages across Skyrim; consult the previous quest for more details. In order to convince General Tullius and Jarl 
Ulfric to attend, you may need to finish your current Civil War quest. Once both have agreed to attend the council, the Civil War effectively comes to a haft, and 
you cannot obtain any more Civil War Quests until you finish the Main Quest. 


|*> A Modicum of Gvility 




0 OBJECTIVE: Get Greybeards' help in 
negotiating a truce 
0 OBJECTIVE: Talk to Arngeir 
♦ TARGET: Master Arngeir, in High Hrothgar 


Return to High Hrothgar and seek out Master Arngeir. Initially, 
he talks about the difficulties in capturing a dragon. Inform 
him that you're actually here to get his help stopping the 
Civil War. Arngeir reluctantly agrees to this and requests that 
you journey to Ulfric Stormdoak and General Tullius, and tell 
them that the Greybeards wish to speak to them. You may 
approach the leader of the Stormdoaks and the Imperials in 
either order. 


0 OBJECTIVE: Talk to General Tullius 

♦ TARGET: Castle Dour, in Solitude 

0 OBJECTIVE: Talk to Ulfric Stormdoak 

♦ TARGET: Palace of the Kings, in Windhelm 



General Tullius: Plot a path and trek to Solitude. Enter 
the walled city. Progress to the entrance to Castle Dour, 
where the high-ranking Imperials command the ongoing 
war efforts. Approach General Tullius. He has a different greeting 
depending on how the Civil War is progressing and whose side 
you've chosen, but he certainly remembers you from Helgen. 
Speak to the general again if he fobs you off and tell him you 
have a message from the Greybeards— they are convening a 
peace council at High Hrothgar. You can attempt to persuade 
Tullius, tell him that Ulfric has already agreed (if this is the case) or convince him with answers that you choose: Eventually he 
agrees to the treaty. 



/rfjjv Ulfric Stormdoak: Figure out a favored route and 
journey to Windhelm. Step inside the walled city. Move 
to the entrance to the Palace of the Kings, where the 
Stormdoak chieftains plan their ongoing raids. Approach Ulfric 
Stormdoak. His opinion on you differs, depending on how the 
Civil War is progressing and the side you've chosen, but he can't 
forget his time at Helgen. Inform him of the message from the 
Greybeards, that they have requested a peace council at High 
Hrothgar. You can try persuading Ulfric, letting him know Tullius 
has already agreed (if this has happened), or bring him around with answers of your choosing. Finally, he agrees to the sit-down 
treaty meeting. 


148 


& 

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SKYRIM 




QUESTS: MAIN QUEST: ACT 3 



& 


0 OBJECTIVE: Talk to Arngeir 
♦ TARGET: Master Arngeir, in High Hrothgar 


3> War and Peace 

Journey back to High Hrothgar 
and locate Master Arngeir. 

As you arrive, Delphine and 
Esbern are having a heated 
discussion with the Greybeards, 
demanding to be part of the 
meeting. If you've completed 
Main Quest: Paarthurnax, 
the conversation is slightly 
different, depending on how you've dealt with the dragon. The conversation ends, Arngeir 
expresses further concerns to you— especially that this place was built and dedicated to 
peace— before all parties are requested to take their seats for the council. 



Every time you're asked your opinion, you need to favor a faction, either the Imperials or 
the Stormcloaks. Logically, you should side with the faction you are helping (or wanting to 
help) in the Civil War; strongly agree with all their statements. 

Or, you can favor the opposing faction. This is counterintuitive, as it will only anger your 
allies and (if you're interested in the Civil War) will force you to retake any Holds you gave 
away thanks to your terrible negotiations. 

You can favor one faction a little or a lot. Read the answers you're about to give to 
determine what are strongly or weakly favored responses. 

Or, you can favor neither side if the Civil War doesn't interest you, the Civil War Quests 
haven't started yet, or you wish to simply he impartial. This has no real effects on the 
faction you may be leaning toward. 

£> Negotiations Begin: Whose Side Are You On? 

Hold Importance 

First, you should understand how the Holds of Skyrim are broken down, in terms of "type," for 
this meeting. The following table shows which Holds are strongholds (the base of operations for 
a faction), which are major Holds (important), and which are minor Holds (less important): 


0 OBJECTIVE: Take your seat 

Enter the grand hall in High 
Hrothgar, and take your 
seat opposite the entrance. 

The various members of the 
factions attending this meeting 
are as follows: 



Legate Rikke, a 
loyal and disciplined 
second-in-command 
and a true believer in the rightness of the Imperial cause. 


Jarl Elisif the Fair, the figurehead of Solitude who defers to Tullius. 

General Tullius, the leader of the Imperial forces in Skyrim. He is practical but 
impatient and unimaginative. 

Jarl Balgruuf the Greater, of Whiterun. A strong, noble, and valiant leader, he 
attends if he still rules his city. 


Elenwen, a steely, determined, and ruthless head of the Thalmor observers. She sits near 
the Imperials, but her machinations are more complex. 

Arngeir, Delphine, and Esbern sit in the adjacent chairs, opposite you. Their alliances are 
disparate but well known to you. 



© 

© 


Ulfric Stormcloak, the fiery and charismatic Jarl of Windhelm, is attempting to 
win Skyrim's independence. 

Galmar Stone-Fist is Ulfric's grizzled, hard-bitten, and fearless housecarl. 
Importantly, he is also completely loyal. 

Jarl Vignar of Whiterun, if the Civil War has progressed and the Stormcloaks have 
Whiterun under their control. 


0 OBJECTIVE: Negotiate a truce 


Opening Remarks 

The negotiations now begin. Due to the variations that your previous choices have already had 
on this peace process, there are several variations and discussions. But it is vitally important 
for your own machinations that you understand what you should be seeking to accomplish 
from this: 

Failure is not an option 

The good news is, unless you start brandishing a weapon and slashing dignitaries, there is no 
way to "fail" in this meeting. But you must tailor the agreements to your personal wishes. 
Here's how this all breaks down: 



Negotiation 1 : Elenwen 

As soon as the negotiations begin, Ulfric raises objections about Elenwen even being involved in 
this council. Tullius or Ulfric asks you whatyour thoughts are: 

^ To agree with Ulfric and kick out this unwanted entity 
To disagree with Ulfric and keep Elenwen in the meeting 

Negotiation 2: Markarth or Riften 

The next item to discuss is giving up a major Hold. If you take the Stormcloak side, General 
Tullius will demand that Riften be turned over to the Empire. Otherwise, Ulfric will demand 
Markarth be surrendered to the Stormcloaks. The opposing faction's reaction depends on the 
state of the Civil War: 


The faction that controls Markarth or Riften asks you what you think is a fair trade for the 
city. Your answer is always one of two choices: 

v An exchange of a major Hold the opposition has 
0 An exchange of a minor Hold the opposition has 

The council goes along with whatever choice you make. Bear in mind thatthe side that 
controls Markarth or Riften will be unhappy if it is bargained for a minor Hold! 



Negotiation 3: The Archivist Speaks 

At this point, one of the factions threatens to leave the bargaining table. This is always the 
faction that is most unhappy at the moment (the one you have favored the least). Esbern 
restores order with an impassioned speech about the greater danger, and both sides grudgingly 
agree to continue. 


Negotiation 4: Concessions 

It is now time for the faction that you've favored less (and thus "losing" the negotiations) to 
ask for additional concessions. 


PAARTHURNAX SEASON UNENDING 


149 


THE INVENTORY 


THE BESTIARY 


# QUESTS 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



For each demand, you can choose whether to agree to the concession. This continues until 
the side demanding a concession from you receives it or they run out of concessions to ask for 
(which requires you to refuse all their demands). 

\<|£ TIP This is an excellent opportunity to really stick it to the side you 

aren't allied with! Remember that any changes you agree to (such 
as a hold changing hands) from here on will affect any Civil War Quests that «re 
currently active. 


Quest Conclusion 

The council now concludes. If you've favored the enemy over your initial allies, you will be 
scolded by your allies. The quest then concludes. 

Postquest Activities 

At this point, Main Quest: The Fallen begins. Consult Part 2 of this quest (shown previously) for 
more information. 


THE WORLD-EATER'S EYRIE 


PREREQUISITES: Complete Main Quest: The Fallen 

INTERSECTING QUESTS: Main Quest: The Fallen, Main Quest: Sovngarde, Main Quest: Paarthurnax, Other Faction Quests (The Greybeards Quests): Word Wall 
Revelations* , Other Faction Quests (The Greybeards Quests): Meditations on Words of Power*, Side Quest: Masks of the Dragon Priests* 

LOCATIONS: Skuldafn, Skuldafn North Tower, Skuldafn South Tower , Skuldafn Temple, Whiterun, Dragonsreach 

CHARACTERS: Jarl Balgruuf the Greater, Jarl Vignar the Revered, Odahviing ("Winged Snow Hunter"), Whiterun Guard @ minor spoilers 

ENEMIES: Dragon, Draugr, Frostbite Spider, Nahkriin the Dragon Priest 
0 OBJECTIVES: Set Odahviing free, Talk to Odahviing, Reach Alduin's portal to Sovngarde, Enter Sovngarde 


<& NOTE * Quest names marked wilh this symbol do not appear in your Quest Menu list, although objectives may. 


Eastward, to the Afterlife 

0 OBJECTIVE: Set Odahviing free 

♦ TARGET: Odanviing, Dragonsreach in Whiterun 

Although you're right to be 
suspicious, the only way to 
reach Skuldafn is to agree 
to free Odahviing, on the 
condition that he transport you 
there. You may also witness 
Irileth's and Farengar Secret- 
Fire's reactions and questioning 
of the dragon. Then climb the 
steps to the side of the hall where Odahviing is waiting. Instruct thrguard to open the trap. The 
guard isn't too happy, so confirm these are your wishes. If you don't wish to wait, you may 
activate the pull-chain yourself. 

0 OBJECTIVE: Talk to Odahviing 

When you return to the dragon, he turns and lumbers to the parapet and waits for your arrival. 
Odahviing is awaiting your command. When you are ready (and fully equipped for this final 
adventure), tell Odahviing you're ready to be taken to Skuldafn. You clamber aboard the 
dragon and setoff for a flight across the eastern mountains. 

0 OBJECTIVE: Reach Alduin's portal to Sovngarde 

♦ TARGET: Exterior portal, the roof of Skuldafn Temple 

Odahviing deposits you on 
the edge of the Skuldafn fane 
(temple) and departs; this 
is as far as he can take you. 
Bring up your map; you're on 
the eastern side of the Velothi 
Mountains, out of the Skyrim 
realm. Edge through the first 


of two giant stone arches and cross the bridge. You're likely to be set upon by a dragon at this 
point, but it may depart the area before you can take it down (or utilize Dragonrend). Don't 
overstretch yourself fighting it if it flees (or use Dragonrend if you want it to flee). After passing 
through the second archway on the bridge's opposite side, there are other foes to concern 
yourself with. 

The first of these are Draugr 
that clatter down the stone 
steps as you intercept (or 
sneak past) them. Continue 
south, into a cracked courtyard 
with temple outbuildings to 
investigate. But first, the 
dragon returns to try and 
finish you. As with your other 
dragon battles, employ the tactics already learned: down the beast with Dragonrend, and then 
dispatch it with your favorite killing implements or augmentations. You absorb the Dragon Soul 
after you slay the creature. There is little time to rest; another dragon attacks only moments 
later. Deal with it in a similar fashion. Should you wish to flee, the only areas suitable are the 
side temples, filled with Draugr. Absorb another Dragon Soul before continuing your Draugr 
dispatching. 

> Dragon Soul (2) 

Take a moment to survey the 
scenery: This sprawling fane is 
comprised of a South Temple 
Tower, a north temple tower, 
and a main temple interior, 
which is the likely location 
to head to when looking 
for Alduin's Portal. Before 
you climb the main stone 
stairs, split by a torch and a stone column, inspect the Skuldafn South Tower. Inside is a spiral 
staircase and a small chamber with items to gather. A second chamber is atop the stairs and 
has a chest and a few other items. Expect at least six Draugrs as you battle through this tower. 
Two upper exits allow you to safely check the main temple and the courtyard from which you 
just came. 







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MAIN OUESI: ACT 3 





Head back down to the 
courtyard. Move east up either 
of the two stone staircases and 
under either arch to a small 
open folly with a treasure chest 
at the top. Next, head north, 
under another arch, before 
beginning a pitched battle (or 
a sneaking maneuver) against 
the remains of the Nord dead. The Draugr continue to appear as you encroach up the main 
stairs toward the main temple sanctum. When you're fighting up the stairs, beware of Draugr 
perched atop the temple's roof, as they can strike you with ranged fire. Fight back using your 
own projectile attacks, or move to the door so the rooftop foes can't aim at you. 

Before entering the main temple, you can optionally turn around and head south, down 
the eastern platform overlooking the ruined outer buildings you just navigated, to the entrance 
of Skuldafn North Tower. This provides more Draugr for you to defeat. Take the spiral staircase 
to an upper chamber and exterior balcony. The balcony leads back to an otherwise-inaccessible 
interior corridor with a treasure chest to raid. After you emerge back on the eastern platform, 
investigate the exterior steps to the southwest, which leads to an altar and a battle with a 
particularly powerful Draugr. Open the treasure chest on the altar, then use the aqueduct bridge 
and head north. Finally you reach and open the door to Skuldafn Temple. 

Prelude to the Maelstrom 

You are greeted by ancient 
Nordic architecture and a 
central ceremonial buttress 
with an embalming table to 
your right. Venture down either 
corridor (the right has a chest 
to open, while the left as a 
floor trigger and a dart trap). 
Engage the Draugr guarding 
the connecting passages ahead of you, surrounding a second embalming table. Ascend either 
set of steps to an upper chamber, where the vertical Draugr coffin lids fly open, and out spills 
more emaciated bags of bones for you to thwart. After eliminating the Draugr, you'll notice the 
two archways ahead are blocked by portcullises. Investigate the pillars and lever to continue 
your progress. 

Puzzle Solution Part 1 : A lever raises the portcullises, but it is currently not attached to 
the mechanism. In the upper chamber, there are three pilltfs with carved animal petroglyphs on 
them. Investigate the two outer pillars first. On the outside of the ceremonial arch structure they 
are sitting under is a second carving, which is resting in the mouth of a stone head. Move the 
pillar on the western side so the Whale glyph is facing the chamber's western side (in the same 
direction as the carving above the pillar). Move the pillar on the eastern side so the Snake 
glyph is facing the chamber's eastern side. The mechanism is now attached. 

Puzzle Solution Part 2: Before you move the middle pillar, peer at the two portcullises. 
Above each is a stone head, and in the mouth of each head is another glyph, partially obscured 
by the stone crossbeam. The left (northwest) mouth has a Snake. The right (northeast) has a 
Hawk. Now rotate the middle pillar so the Snake or the Hawk faces the lever pedestal. Then 
pull the lever, and the portcullis corresponding to the Snake or Hawk opens. You can have only 
one portcullis open at a time. 

Take the steps through the left portcullis up to a hallway (as the right one leads to a blocked 
area and small chest), and drop to the altar and embalming table below. Fight through cobwebs 
and Frostbite Spiders, and climb some stairs (some cobwebbed alcoves reveal a hidden chest 
or some egg sacs). Locate an iron double door leading to a second puzzle chamber. Clear 
the chamber of Draugr and ransack any treasure chests before you concentrate on the animal 
petroglyphs. 

Puzzle Solution: Begin on the ground floor. Head east, and walk around the room until 
you spot a carved head with a Snake petroglyph in its mouth. Return to the pillar facing the 
double doors you entered, and turn it so the Snake faces the doors (west). Ascend to the bridge 
area above. Locate the second carved head with a Hawk in its mouth. Match that so the Hawk 
is facing the same direction (outward or to the north) in the alcove underneath this head. 




Turn around (to the north), and match the Whale on the pedestal in the opposite alcove, with 
the final head above it. Then pull the lever on the pedestal. This lowers the bridge, allowing you 
to exit. 


* 3 


and an oil lamp that falls onto flammable oil. Gather any items before climbing the steps, 
bring down more Draugr in the connecting chamber with the blocked portcullis exit, and then 
enter the antechamber with a chest and a lever pedestal to raise the portcullis. Now follow 
the wide ceremonial corridor up, watching for oil-lamp traps. Continue toward a Nordic Puzzle 
Door, guarded by a high-ranking Draugr. Fight this fiend until he collapses; his corpse holds the 
Diamond Claw, the key to exiting this place. 

> Diamond Claw 

Puzzle Solution: Approach the Nordic Puzzle Door, but first inspect the palm of the 
Diamond Claw you just picked up. The three symbols etched into the palm are Wolf, Moth, and 
Dragon. These correspond to the animal symbols on the door's outer, middle, and inner rings, 
respectively. 

The door rumbles down, allowing you to step into a huge main crypt. The place is silent 
compared to the Draugr infestations you've beaten back previously. Approach the Word Wall at 
the crypt's far end and absorb another— and extremely potent— Word of Power. Then depart 
the temple interior, optionally checking an embalming chamber to the side, before opening the 
double wooden doors to the temple exterior. 

> Word of Power: Storm Call 



Follow the corridor around 
to another embalming room 
with steps up to a gallery 
and a bridge to cross into 
the next chamber. Demolish 
Draugr along the way. Beware 
of the spiral steps; there's a 
pressure plate directly in front 
of you that releases darts 



You appear on the roof of the temple you've just navigated. Deliver some killing blows to any 
remaining Draugr you failed to cull while on the lower ground. Although there's some side 
battlements to investigate, there's little to find. Instead, locate the stone steps and the jet of 
molten fire roaring into the skies. 


0 OBJECTIVE: Enter Sovngarde 

Two large dragons flank you, sitting atop carved columns to your left and right. In the 
courtyard's center are steps where a Dragon Priest is attempting to close the portal using dragon 
tongue incantations. The priest's name is Nahkriin, and he carries a staff that opens the maw 
he's just closed (although it is possible to kill him before this chant is completed). Engage 
Nahkriin in battle, but beware of his electrical prowess; use the arches and stairs as cover if 
you need to, and watch for the dragons that intermittently swoop in to attack. Fight back with 
Dragonrend, and slay each dragon before turning your attention to the priest. Fight him until 
all that remains is a pile of dust. Aside from some sizable gold, you receive Nahkriin's Mask 
(useful for Side Quest: Masks of the Dragon Priests*) and the Dragon Priest Staff. 

> Dragon Soul (2) > Dragon Priest Staff > Nahkriin 


SEASON UNENDING THE WORLD-EATER'S EYRIE 

QUESTS 


1 SI 


THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 



Quest Conclusion 



Ascend the ceremonial steps. Activate the Dragon Seal at the top of the steps, and you jam the staffs shaft into the seal's center. A 
great gout of fire blasts forth from a whirling vortex— a gateway to the Aetherius realm, where Alduin cheats death and feeds off 
the souls of heroes past. Step down into the light and into Sovngarde! 

Postquest Activities 

After you step into this writhing gateway, Main Quest: Sovngarde begins. Before you enter, know that you can never explore 
Skuldafn again. If there are items you wish to collect, do so before entering the gateway. 







PREREQUISITES: Complete Main Quest: The World-Eater's Eyrie 

INTERSECTING QUESTS: Main Quest: The World-Eater's Eyrie, Main Quest: Dragonslayer # MAJ0R SP0llERS 

LOCATIONS: Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge 

CHARACTERS: Erlendr the Quick, Felldir, Gormlaith Golden-Hilt, Hakon, Hunroor the Agile, Jurgen Windcaller ("The Calm") , Olaf One-Eye, Stormdoak Soldier, 
Tsun, Ulfgar the Unending, Ysgramor, and many others. 

ENEMIES: Alduin 

0 OBJECTIVES: Find out how to defeat Alduin, Gain admittance to the Hall of Valor, Talk to the heroes of Sovngarde 


Terror in the Shadowed Vale 

0 OBJECTIVE: Find out how to defeat Alduin 

♦ TARGET: Lost soul, in the Shadowed Vale 

You have crossed the threshold 
of the living and entered 
the afterlife, the realm of 
Aetherius. Alduin's presence 
is powerful here; indeed, you 
can see the dragon in the 
distance, below the red glow 
of the eternal sunset. Follow 
the pathway down (north), 
passing between the mammoth tusks and the monolithic cowled statues and into the valley of 
mists— the Shadowed Vale. 

The mists— created by 
Alduin — begin to thicken, 
impeding your path and vision. 
Use the Clear Skies Shout to 
clear the fog back for a few 
moments. Look at the winding 
path through the misty valley, 
which is interspersed with runic 
stones and blue torchlight that 
indicates the main route to take. Soon you make out a figure, a Stormcloak Soldier, lost and 
terrified. He pleads with you to turn back. The fellow splutters out a riddle: "vain is all courage 
against the peril that guards the way." You surmise he's talking about Alduin. 

He tells the tale of his own demise but is even more terrified of Alduin, whose hunger is 
insatiable. The dragon hunts the lost souls snared within this shadowed valley, feasts upon them 
to regain his power, and returns to Tamriel. The soldier pleads with you to take him to Shor's 
Hall, where the heroes of old await their eternity in safety from Alduin's hunt. Answer him in 
any way you wish. Perhaps you might seek some help inside this Hall of Valor? 

0 OBJECTIVE: Gain admittance to the Hall of Valor 

♦ TARGET: Tsun, in Sovngarde 




Execute the Clear Skies Shout once more to spot the Hall of Valor silhouetted against the 
gloomy skies in the distance to the north. Venture farther into the valley, and the path splits, 
continuing around both sides of a central rock outcrop. You can climb the steps cut into the 
outcrop. Watch Alduin as he swoops about in the middle distance, plucking souls lost in the fog 
and devouring them. Atop this central outcrop, above the fog, you can also view the entrance to 
the Hall of Valor, a gigantic whale skeleton that spans a bottomless chasm void. 


Seeking Valor 


Return to the path below. 

No matter which path to the 
whalebone bridge that you 
take, expect to encounter 
two or three lost souls caught 
forever in the fog. Expect both 
Stormcloaks and Imperials 
here, along with those you 
may have dispatched during 
your adventure. Along the left-hand path, you can also meet High King Torygg, whose death at 
the hands of Ulfric Stormcloak plunged Skyrim into civil war. All fear the World-Eater. Emerge 
from Shadowed Vale and approach the steps leading to the whalebone bridge, where a mighty 
figure stands before you. 



Approach Tsun. If you've 
studied your Tamriel history, 
you'll know he is a hero of 
ancient times, the brother of 
Stendarr, shield-thane to Shor, 
and a warrior of supreme 
quality. To Nords, he is revered 
as the greatest warrior who 
ever lived. As you approach, he 
asks what brings you to Sovngarde. You can: 

Ignore him and attempt to cross the bridge without his permission. It takes but a moment 
for Tsun to catch you in this maneuver, and lightning is summoned from the skies. It strikes 
you repeatedly, forcing you to stop, die, or leap from the bridge and to your death. 

Speak to Tsun. When you ask, he tells you that he judges those fit to join the fellowship of 
honor inside the Hall of Valor. After further posturing, inform Tsun that you seek to enter the 
Hall and that you have a right of birth; you are Dragonborn. 




The ^iderjScrcils V 

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152 


QUESTS; MAIN QUEST; ACT 3 







Tsun greets you with a series of verses. This warrior poetry is filled with illuminating, 
rugged beauty. You receive a separate response if you've achieved any (or all) of the following: 

0 Become the leader of the Companions. 

0 Become the head of the College of Winterhold. 

0 Achieved the status as the head of the Dark Brotherhood. 

0 Achieved the status as the leader of the Thieves Guild. 

Tsun agrees to let you into the Hall, but only after you pass the warrior's test. Tsun 
unsheathes his two-handed battle-ax and advances upon you! 

This battle need not be difficult. You may utilize any of the Shouts that you've learned 
that damage foes in combat (Fire Breath is a good choice). Back these ranged attacks with 
your favored offensive weaponry. Once you wound Tsun enough, he halts the attack, judges 
that you fought well, and steps aside, allowing you to cross the Whalebone Bridge. Don't fall 
off the bridge as you cross! 

0 OBJECTIVE: Talk to the heroes of Sovngarde 

♦ TARGETS: Gormlaith Golden-Hilt, Felldir, and Hakon, in the Hall of Valor 


The giant doors to the Hall of 
Valor appear before you. Push 
one open and enter the grand 
hall. Heroes from Tamriel's 
recent and distant past walk 
this Hall, which is dominated 
by mead and meat: A banquet, 
including a huge spit-roast is 
underway, and Shor's subjects 
make merry, awaiting his summons to the last battle. You are greeted by the mighty warrior 
who adapted Nordic writing from the elves, Ysgramor. This revered ancestor of the Companions 
tells you that three warriors stand ready, awaiting your word to loose their fury upon the 


perilous foe. Their names are Gormlaith the Fearless, Hakon the Valiant, and Felldir the Old. You 
may remember them as the Nordic warriors you saw in your Elder Scrolls vision. Seek them out 
among the other heroes of Sovngarde. 

The following heroic fighters from yore are among the honored guests in the Hall of Valor: 

Erlendr the Quick, a friend of Ulfgar, who was turned into a stone pillar by a mage named 
Grimkell. 

Jurgen Windcaller ("The Calm"), thefounder of the Way of the Voice. The Greybeards honor 
him. 

Hunroor the Agile, a companion of Ulfgar, who was turned into a stone pillar by a mage 
called Grimkell. 

Ulfgar the Unending, a Nord barbarian who has finally found his way home, along with his 
brethren. 

Olaf One-Eye, a first-era king who helped capture a mighty dragon named Numinex and 
housed him in Dragonsreach. 

Quest Conclusion 

When you're done wandering 
among the heroes, locate the 
three Nordic warriors who 
defeated Alduin the first time 
around: Gormlaith Golden-Hilt, 
Hakon One-Eye, and Felldir the 
Old. Gormlaith is raring to seal 
Alduin's doom, but hold council 
before the battle begins. They 
agree that Alduin's mist is more than a snare; it is his shield and cloak. With the four voices of 
the heroes and Dragonborn joined in unison, the mist can be removed and Alduin brought to 
battle. The World-Eater fears you, Dragonborn! 

Postquest Activities 

Once the Nordic heroes agree to fight Alduin, Main Quest: Dragonslayer begins. 




DRAGONSLAYER 


PREREQUISITES: Complete Main Quest: 

Sovngarde 
INTERSECTING QUESTS: Main Quest: 

Sovngarde, Main Quest: Epilogue 

LOCATIONS: Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge 
CHARACTERS: Gormlaith Golden-Hilt, Hakon One-Eye, and Felldir the Old 
ENEMIES: Alduin 

0 OBJECTIVES: Help the heroes of Sovngarde dispel Alduin's mist, Defeat 
Alduin 

B> "I've Waited an Eternity for This Day" 

0 OBJECTIVE: Help the heroes of Sovngarde dispel Alduin's mist 
♦ TARGET: Nordic heroes, Shadowed Vale, in Sovngarde 

Leave the Hall of Valor and 
cross the Whalebone Bridge 
to the edge of the Shadowed 
Vale, where your Nordic 
brethren are gathered. They 
are eager to slay Alduin for 
a second time, while the 
World-Eater roars away in this 


K 


mist. When the three heroes have assembled, use your Clear Skies Shout to blow away the 
nearby mist - your allies will join you. Alduin bellows back with a Shout of his own, and the 
mist descends once again. Continue your Shouts until Alduin's might is broken. 

TIP Have all your favorite weapons, spells, and Shouts set up so you can 
switch between them quickly, depending on how combat goes. 


0 OBJECTIVE: Defeat Alduin 



With the mists permanently dispelled, Alduin's massive, jagged form swoops down into the 
vale. He begins to launch a barrage of fire attacks at you, the Nords, and any of the lost souls 
that have been freed from their permanent fog. The time has come to finish Alduin forever! 


<sj 

m MAJOR SPOILERS 



THE WORLD-EATER'S EYRIE SOVNGARDE DRAGONSLAYER 

GUESTS 



MING 


THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




Dragon Slaying: Alduin 
is a lot less mobile when he's 
writhing in agony and having 
to land after a Dragonrend 
attack strikes him. Make this 
your earliest priority, and dodge 
any attacks he launches from 
his mouth. 

Utilizing the Dragonrend 

is imperative; Alduin is invulnerable unless he's writhing and descending to the ground or unless 
he's on the ground after being affected by Dragonrend. If he isn't bathed in the blue light from 
this attack, he's impervious to your weapons. 


Stand close to your fellow fighters so you can vary the attacks and so you don't face 
Alduin on your own. If your coordinated attacks come from different directions, Alduin won't 
focus all his attention on you. Meanwhile, you have the luxury of striking only him. 

You need only one Dragonrend to down Alduin; you can switch to another Shout (such 
as Fire Breath) and attack with that and with your favored weapons. Use any that you've 
employed successfully against dragons in the past. But remember to attempt this only when 
Dragonrend is still affecting him. 

Quest Conclusion 

After you strike the killing blow, Alduin writhes in agony and his soul begins to dissipate.... 

Postquest Activities 

After you strike the killing blow, Main Quest: Epilogue begins. 




mm 


EPILOGUE 


PREREQUISITES: Complete Main Quest: Dragonslayer 

INTERSECTING QUESTS: Main Quest: Dragonslayer, Main Quest: Paarthurnax 

LOCATIONS: High Hrothgar, Sky Haven Temple, Sovngarde, Hall of Valor, Shadowed Vale, Whalebone Bridge, Throat of the World 
CHARACTERS: Delphine, Esbern, Felldir, Gormlaith Golden-Hilt, Hakon, Master Arngeir, Odahviing, Paarthurnax, Tsun 
ENEMIES: Alduin 

0 OBJECTIVES: Speak to Tsun to return to Skyrim 


<§> MAJOR SPOILERS 


IS- 


[•> Banishment: Ziil gro dovah ulse! 

NOTE Once you complete Main Quest: Dragonslayer, ibis quest 
automatically begins. 


0 OBJECTIVE: Speak to Tsun to return to Skyrim 
♦ TARGET: Tsun, Whalebone Bridge, in Sovngarde 



Alduin thrashes on the ground as his soul leaves his corporeal form. With a final, thunderous 
spasm, Alduin is torn apart; not even his skeleton remains in this afterlife. Tsun is the first to 
congratulate you on your mighty deed; you have cleansed Sovngarde of Alduin's evil snare. 
They will sing of this battle in the Hall of Valor! You may speak to any of the heroes who 
helped you in battle. When you're ready to leave, only Tsun can transport you from this place. 
Tsun summons Shor's Might and returns you to the Throat of the World. First, though, he grants 
you a Shout, one that brings a hero from Sovngarde to your side in your hour of need. 

> Word of Power: Hero, Call of Valor 

> Word of Power: Champion, Call of Valor 

> Word of Power: Legend, Call of Valor 


Quest Conclusion 



You return to the Throat of the World, with a full complement of dragons perched on the 
mountaintop at your arrival. The two recognizable beasts are Odahviing and Paarthurnax (if he 
is still alive). These beasts roar in a death chant for their fallen god— their leader, Alduin, and 
then take to the skies. Should you attack, they depart without fighting back. Paarthurnax greets 
you, impressed by your feats. Then he, too, flies away, leaving only Odahviing. Speak with him, 
and he informs you that he is now in your service. 

NOTE The Call Dragon Shout now summons him to do your bidding. 

Return to High Hrothgar and speak with Master Arngeir. Inform him of your actions; he believes 
Alduin may yet rise again, but that is for the gods to decide. 

If you return to Sky Haven Temple, Delphine asks whether you have good news. But there's 
still the matter of Paarthurnax, if he lives. The Blades are grateful but are certainly more 
appreciative if Alduin's brother is also slain. 

Postquest Activities 

Once you return to the Throat of the World, you can continue exploring Skyrim and finish any 
other quests. 


& 

V7 


The Slider Bcroils V 


SKYRIM 




154 


GUESTS: MAIN QUEST: ACT 3 



<s§ THE COMPANIONS QUESTS §s> 



OVERVIEW 


£> Optimal Quest Start 

You can start the Companions Quests when you arrive at Whiterun for the first time, or at any 
point thereafter. Warriors may wish to join sooner rather than later for access to a wide range of 
combat skill trainers. 

£> Sanctuary: Jorrvaskr, in Whiterun 


NOTE Cross-Referencing; Do you wont to see mops ond learn more 
about the trails, non -quest-related items, collectibles, crafting 
areas, and other important rooms in every location during these guests? Then 
remember to cross-reference the location you travel to with the information 
contained in the Atlas. 



The Companions' sanctuary is the Nordic longhouse adjacent to Dragonsreach, on the upper end of Whiterun. This is an ancient and honored mead hall where generations of Companions have 

met. According to local legend, Jorrvaskr is actually the oldest building in all of Whiterun. It existed alone on the mountain while the city was built up around it over the centuries. It features a main 

dining area, below which are the living quarters for the whelps and for the Circle and Harbinger. 

Outside, there is a training area, and close by is the Skyforge, where the Companions' weapons are formed. The forge itself is large, ancient, and built outside on a mountain, close to the sky. 

Below the Skyforge is a ceremonial area known as the Underforge, which is out of bounds except on rare occasions. 


£> Important Characters 

Founder: Ysgramor 

Ysgramor was born in Atmora, the 
ancestral land for all humans. He 
and two of his sons were the only 
survivors of the Night of Tears, 
when the elves attacked Saarthdt 
and killed all the other inhabitants. 
Ysgramor retreated to Atmora, 
rallied an army of Five Hundred 
Companions, and led them to 
vanquish the elves and drive them out of Skyrim. 

Harbinger: Kodiak Whitemane 

For 20 years now, Kodiak has 
commanded the Companions, 
balancing his tactical skill, ferocity in 
combat, and commanding presence. 
But those days are drawing to a 
close. A year ago, Kodiak contracted 
the rot and his condition has rapidly 
diminished. He has become weak in 
body, and his frustration shows. He's taken to locking himself 
behind closed doors, poring over old documents, desperate to 
cure himself of lycanthropy. 




The Circle: Aela the Huntress 

Aela is the latest in a long family 
of women in the Companions. Her 
mother was a member, as was her 
grandmother and every woman 
in her family for generations. Aela 
claims that her line runs back to 
Hrotti Blackblade, one of the original 
Five Hundred Companions. Aela was 
not raised in the Companions like Vilkas and Farkas were, but 
it has been a fixture in her life from a very early age. 

> Trainer (Archery: Expert): Aela the Huntress 

The Circle: Farkas 

Farkas and his twin brother, Vilkas, 
were both raised in the Companions 
by a man named Jergen, who rescued 
them from a circle of necromancers. 
Farkas is a bit cavalier with his Beast 
Form and a bit loose with his tongue, 
even to his superiors. This is not a big 
deal in the Companions, but he shows 
more disrespect to the older members than others do. Farkas is 
also.. .a bit slow. 

> Trainer (Heavy Armor: Master): Farkas 


The Circle: Vilkas 

Vilkas and his twin brother, Farkas, 
were raised in Jorrvaskr— a place 
not accustomed to the sight of 
children. Only Tilma the Haggard 
offered them anything in the way of 
comfort. Several years ago, Jergen 
was killed in a battle with brigands 
near Dawnstar. Vilkas serves as the 
Master at Arms and is in charge of training younger members 
in weapon combat. He is hard on his students but is an 
excellent teacher. 

> Trainer (Two-Handed: Master): Vilkas 

The Circle: Skjor the Scarred 

Skjor's early life was one common 
among the Companions. He fought 
in the Great War and returned to 
Skyrim after the Empire's defeat. 

He earned a reputation as being a 
sword for hire and was eventually 
recruited by the Companions. 

Skjor has always seen his role as 
the steady and loyal friend to those in power. He has few 
ambitions of his own, beyond supporting and standing by 
those to whom he has sworn loyalty. There is no one in the 
Companions with a greater sense of duty and honor. 






OVERVIEW 



TRANING THE INVENTORY THE BESTIARY # QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 






Member: Athis 


Member: Torvar 



Adept in one-handed weaponry, 
Athis is a Dark Elf who keeps quiet 
most of the time. He is civil and 
loyal, but never at the forefront of 
any battles. 



Torvar is a recent whelp and isn't 
taking well to the intensive training. 
He grows ever weary and anxious; 
the thought of dying in battle 
terrifies him. 


> Trainer (One-Handed: Expert): Athis 

Member: Njada Stonearm 

An impressive brawler and expert 
at blocking, but with an unpleasant 
attitude and uncaring disposition, 
Njada has few friends, which is just 
how she likes it. 


> Trainer (Block: Expert): Njada Stonearm 

Ria is the youngest of the whelp 
recruits and is determined to fight 
and die alongside her Shield- 
Brothers. She is especially in awe of 
Aela the Huntress. 


Member: Ria 




Member: Vignar the Revered 

Vignar the Revered was once a 
general and commander in the 
Legion during the Great War. He led 
brave warriors for nearly 30 years. 
That was a long time, though, and 
now Vignar lives a life of peace and 
relative quiet. He holds a place of 
honor among the Companions, and 
the group welcomes his council. 

Housekeeper: Tilma the Haggard 

Tilma the Haggard has been the 
single servant of Jorrvaskr for as 
long as anyone can remember. The 
Companions joke that they built 
the mead hall around her. To an 
outsider, it may seem as if Tilma 
is little more than a slave. But she 
is definitely there by choice and is 
committed to her duties and the warriors of Jorrvaskr. 




Blacksmith: Eorlund Gray-Mane 

Eorlund Gray-Mane is the patriarch of 
Clan Gray-Mane, one of the oldest, 
most respected families in Whiterun. 
Eorlund is widely known to be the 
best blacksmith in all of Skyrim. 
Although not a Companion himself, 
his wares have become the stuff of 
legend and are especially prized by 
the Companions. Eorlund is very old (and has a brilliant mane 
of long gray hair), but his long hours working the Skyforge 
have kept him incredibly fit. 

> Trainer (Smithing: Master): 

Eorlund Gray-Mane 

) a 

TIP Forging Ahead: Once you 

complete Companions Quest: Glory 
of the Dead, the Skyforge can forge a unique set 
of Nord Hero weapons. Skyforge steel weaponry 
is slightly better than normal steel. 

NOTE intimate Companionship: 

Farkos, Vi Ik os,. Aela, Athis, Rio, 

Njada, and Torvar are al! able to be married 
once Companions Quest: Glory of the Dead is 
over. Consult Temple Side Quest: The Bonds of 
Matrimony {page 336] for more details. 



£> Training Available Quests 

The main members of this guild of fighters are extremely There are a total of 1 9 quests available with the Companions. Six of these are Critical Path Quests, and 1 3 are Radiant Quests. 

talented in a particular skill. Speak to each of them and 

increase the chosen skill by a point, to a maximum of five Critical Path Quests 

points before you level up. If you have enough gold, .you can t Simply referred to as "quests," these are the main quests you attempt with the Companions. All but the first quest have one or 
complete this numerous times: more prerequisites, as shown in the following table: 




RANK 

TRAINER 


QUEST NAME 

PREREQUISITES 


Archery 

Expert 

Aela the Huntress 


Companions Quest Take Up Arms 

None 


Block 

Expert 

Njada Stonearm 


Companions Quest: Proving Honor 

Complete Companions Quest: Take Up Arms, and one or more Radiant Quests. 


Heavy Armor 

Master 

Farkas 


Companions Quest: The Silver Hand 

Complete Companions Quest: Proving Honor, and one or more Radiant Quests. 


One-Handed 

Expert 

Athis 


Companions Quest: Blood's Honor 

Complete Companions Quest: The Silver Hand, and three or more Radiant Quests. 


Smithing 

Master 

Eorlund Gray-Mane 


Companions Quest Purity of Revenge 

Complete Companions Quest: Blood's Honor. 


Two-Handed 

Master 

Vilkas 


Companions Quest: Glory of the Dead 

Complete Companions Quest: Purity of Revenge. 


Radiant Quests 

These are usually smaller quests that require you to complete a task for a particular Companion. The Initial Wave Radiant Quests 
are available first, and remain available after the critical path quests are complete. The Second Wave quests are next; you must 
complete two to begin Companions Quest: Blood's Honor. The Final Wave quests only become available after all of the critical 
path quests are complete. 

In each case, the objectives of a Radiant Quest are usually random. They are listed in more detail after the Critical Path 
Quests, but consult the following table to learn the prerequisites required to begin every Radiant Quest: 



S~KY RTM 


«5 





156 


QUESTS: THE COMPANIONS QUESTS 









CHRONOLOGY 

QUEST GIVER 

RADIANT QUEST NAME 

PREREQUISITES 


Initial Wave 

Aela 

Animal Extermination (1) 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wave 

Aela 

Animal Extermination (II) 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wave 

Farkas 

Hired Muscle 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wove 

Farkas 

Trouble in Skyrim 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wave 

Skjor orVilkos 

Family Heirloom 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wave 

Skjor or Vilkas 

Escaped Criminal 

Once the Companions Quest: Take Up Arms has been completed. 


Initial Wave 

Skjor or Vilkas 

Rescue Mission 

Once the Companions Quest: Take Up Arms has been completed. 


Second Wave 

Aela 

Striking the Heart 

Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins. 


Second Wave 

Aela 

Stealing Plans 

Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins. 


Second Wave 

Aela 

Retrieval 

Once the Companions Quest: The Silver Hand has been completed but before Blood's Honor begins. 


Final Wove 

Aela 

Totems of Hircine 

Once the Companions Quest: Glory of the Dead has been completed. 


Final Wove 

Farkas or Vilkas 

Purity 

Once the Companions Quest: Glory of the Dead has been completed. 


Final Wove 

Farkas or Vilkas 

Dragon Seekers 

Once both the Companions Quest: Glory of the Dead and Main Quest: A Blade in the Dark have been completed. 



PREREQUISITES: None 

INTERSECTING QUESTS: Companions Quest: Proving Honor, Companions Radiant Quests 
LOCATIONS: Pelagia Farm, Whiterun, Jorrvaskr, Living Quarters, Skyforge 

CHARACTERS: Aela the Huntress, Athis, Eorlund Gray-Mane, Farkas, Kodiak Whitemane, Njada Stonearm, Ria, Skjor, Vilkas 
ENEMIES: Giant 

0 OBJECTIVES: Speak to Kodiak Whitemane, Train with Vilkas, Give Vilkas's sword to Eorlund, Bring Aela her shield, Follow Farkas to your quarters 

4 


Training the Whelp 

You hear the sounds of a 
pitched battle across the plains, 
close to Pelagia Farm, within 
the outskirts of Whiterun. 

Come closer to the fight, and 
you'll witness two warriors 
attempting to topple a giant 
who was trespassing too far 
into the farmland. You may 
watch or join the fracas. After the giant is killed (you can search him without penalty), you may 
speak with Aela the Huntress, Ria, or Farkas, the warriors who slew the giant. They explain 
who the Companions are and how you may join their Guild: Head to Jorrvaskr if you're worth 
anything in a fight. 




Enter the city of Whiterun and 
climb the streets until you 
reach the steps leading up to 
Jorrvaskr, the Companions' 
longhouse. When you step 
inside, you'll likely see a 
training fight in progress, with 
two recruits (Athis and Njada 
Stonearm) brawling. The other 
Companions watching the melee offer words of encouragement. The sparring is overseen by 
an intimidating, one-eyed man named Skjor. Speak to him when you wish to proceed with 
important knowledge about this Guild. He explains the Companions are known by many names, 


and not all of them complimentary. The battle switches to fists, and Njada Stonearm lives up to 
her last name, finishing her opponent and ending the fight. 

You may speak with her and listen to her rude replies. But when you ask her (or other 
Companions) who is in charge, she mentions someone named Kodiak Whitemane, who is the 
Harbinger; this is the closest to a leader this rabble have and to whom they pledge their loyalty. 
Once you learn about Kodiak, this quest officially commences. 


0 OBJECTIVE: Speak to Kodiak Whitemane 


Head to the longhouse's south 
end, down the stairs, and 
open the doors to the Living 
Quarters. Head along the main 
lower-floor corridor to reach 
Kodiak. He is usually speaking 
with Vilkas, who still hears the 
call of the blood, which Kodiak 
calls "a burden to bear." They 

finish speaking and look at you: There is a stranger in their hall. 

You can ask Kodiak who the Companions are, why he joined them, where they stand on 
the Civil War, and, most importantly for this quest, if you can join them. Although Vilkas voices 
his disapproval, Kodiak says that Jorrvaskr has some empty beds for those with a fire burning 
in their hearts. He then asks how you are in battle. You may answer how you wish; it results in 
Kodiak requesting that Vilkas take you outside to see how you handle yourself. 




0 OBJECTIVE: Train with Vilkas 


OVERVIEW TAKE UP ARMS 

^QUESTS 





TRANIMG 


THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRiM 


APPENDICES AND INDEX 



Exit Jorrvaskr and head into 
the courtyard to the structure's 
rear. Vilkas instructs you to 
take a few swings at him. 
Oblige by unsheathing your 
favored melee weapon and 
striking Vilkas, who expertly 
blocks with his shield. Stop 
your attacks when instructed 
(or you'll soon learn why crossing the Companions isn't a good idea). Vilkas seems to think 
you have an inkling of promise, but you're still considered a whelp to them. In the meantime, 
you have some orders to take care of: Vilkas wants you to take his sword up to Eorlund 
Gray-Mane, who is waiting to sharpen it. 

> Skyforge Steel Sword 

0 OBJECTIVE: Give Vilkas's sword to Eorlund 
♦ TARGET: Skyforge, in Whiterun 

Take the sword (optionally 
testing it out in an unrelated 
adventure or two), and bring 
it up the steps hewn into the 
rocky outcrop to the north 
of Jorrvaskr. You reach the 
Skyforge, an impressively large 
forge where Eorlund Gray-Mane 
works the steel. Inform Eorlund 
of your errand. Depending on your answers, Eorlund tells you to remember that nobody rules 
anyone in the Companions, so subservient attitudes aren't necessary. They haven't had any 
leaders since Ysgramor. Eorlund isn't a Companion, but he's an expert in working the Skyforge, 
which produces the best steel in all of Skyrim. Before you go, Eorlund has a request: He wants 
you to take a shield to Aela the Huntress. Seeing the irony of this request is optional. 

> Steel Shield 


0 OBJECTIVE: Bring Aela her shield 
♦ TARGET: Aela the Huntress, in Jorrvaskr in Whiterun 

Return to Jorrvaskr, and search 
the hall or the Living Quarters 
for Aela the Huntress, who is 
usually speaking with Skjor. 

Tell her you have her shield, 
and she gratefully receives it. 
She learns who you are and of 
your fight with Vilkas. She asks 
how you'd handle yourself in a 
real fight with him. Answer how you wish, although she won't like it if you threaten violence to 
a Shield-Brother. She tells you to speak to Farkas, who arrives at the end of this conversation. 


0 OBJECTIVE: Follow Farkas to your quarters 

Quest Conclusion 

Farkas seems pleasant enough; in fact, he's glad of the company. He takes you down the main 
hall of the Living Quarters, to the dormitory you'll be sharing. You can pick any bed that isn't 
being slept in. The quest concludes. 

Postquest Activities 

Farkas ends the conversation, asking whether you might help with a problem they are having. 
You may speak to him or ignore him and seek out employment from another Companion: And 
so begins your Faction Radiant Quests (consult the quest name that appears after agreeing to 
the task, and cross-reference it with the Radiant Quest in this chapter). You'll need to complete 
at least one of these before Companions Quest: Proving Honor begins. 






PROVING HONOR 





PREREQUISITES: Complete the Companions Quest: Take up Arms, Complete one Faction Radiant Quest 
INTERSECTING QUESTS: The Companions Quest: Take up Arms, The Companions Quest: Proving Honor , The Companions 
Quest: Brotherhood, The Companions Quest: The Silver Hand, The Companions Radiant Quests 
LOCATIONS: Dustman's Cairn, Whiterun, Jorrvaskr 
CHARACTERS: Farkas, Skjor 

ENEMIES: Draugr, Frostbite Spider, Giant Frostbite Spider, Silver Hand, Skeever 
0 OBJECTIVES: Talk to Skjor, Speak to Farkas, Retrieve the fragment, Return to Jorrvaskr 




# MINOR SPOILERS 


3> Trial of the Cohort 


The Companions have 
witnessed your previous work 
ethic, and once you revisit 
Whiterun, enter Jorrvaskr, 
and search out Skjor, you are 
greeted more warmly. He has 
a more interesting task for 
you to help with. It appears a 
scholar visited the Companions 


0 OBJECTIVE: Talk to Skjor 



a week ago, explaining where they could find another fragment of Ysgramor's Blade. Seeking 
out the fragment is considered a trial; do well, and you can consider yourself a member of the 
Companions. Farkas is your Shield-Sibling for this adventure. 

0 OBJECTIVE: Speak to Farkas 

Farkas is usually within Jorrvaskr and is ready to retrieve the fragment 
when you are. You may speak also to Farkas about personal matters 
if you wish. 

0 OBJECTIVE: Retrieve the fragment 
♦ TARGET: Fragment of Ysgramor's Blade, inside 
Dustman's Cairn 





Tht ELdcr Bcro-s' V 

SKY RIM 


QUESTS THE COMPANIONS QUESTS 



Ysgramor's Blessing 

After a trek through the 
wilderness with Farkas, 
navigate northwest of Whiterun 
and up to Dustman's Cairn. 

Drop below the standing 
stones. Arm yourself and 
begin to navigate through 
these catacombs, and listen 
for Farkas's advice. Take 
any treasure as you descend 
past the loose burial stones. 
Continue deeper into a 
ceremonial hub chamber with 
multiple archways and a couple 
of thrones. 


The way forward is blocked. 

The only area of interest is 
an archway with a raised 
portcullis, which leads to a 
small alcove with a lever. 
Activate it, and the portcullis 
drops, trapping you inside 
but raising the portcullis of a 
nearby archway. Farkas looks 
in and tells you he'll find the release, but as he does, he is surrounded by the members of the 
Silver Hand! Severely outnumbered, Farkas backs up before letting out a guttural growl and 
transforming into a massive werewolf that slaughters the Silver Hand where they cower! After 
freeing you, speak to Farkas, who explains his metamorphosis (known colloquially as his Beast 
Form)is a blessing bestowed upon some of the Companions. 

Press on through the archway 
Farkas just opened. You face 
multiple Draugr and Silver 
Hand as you descend into this 
elongated crypt. Beware of 
occasional dart traps (watch for 
pressure stones beneath your 
feet that trigger them), and 
continue the slaughtering up 
until you reach the large crypt chamber with a locked iron door at the eastern end. Check the 
burial urns nearby for a key that opens this door. 

> Dustman's Cairn Key 




Quickly deal with the 
Skeever problem once you're 
through the door, passing 
interconnecting chambers and 
stone passageways. A battle 
against a Giant Frostbite 
Spider occurs soon afterward. 
Continue through another 
bank of crypts, until you 
reach the major tomb room, where a Draugr Wight is buried. Strange chanting draws you to 
the area behind the raised tomb; this is a Word Wall, and a Word of Power is drummed into 
your subconscious! With the chant fresh in your memory, inspect the raised tomb and take the 
fragment lying on top of it (along with any other spoils you wish). 

> Word of Power: Fire Breath > Fragment of Ysgramor's Blade 



0 OBJECTIVE: Return to Jorrvaskr 
♦ TARGET: Jorrvaskr, in Whiterun 

m 



If you check your map (or the 
map provided in the Atlas), 
you'll spot an exit corridor off 
to the side of this tomb room, 
behind the raised stone alcove. 
Alas, when you attempt to 
breach it, the burial stones will 
not shift, but the Draugr begin 
to attack. Drop into the main 
chamber, where a protracted battle with at least 20 Draugr (including a dreaded high-ranking 
Draugr that clambers out of the raised tomb) takes place. Keep moving, retreat to safety if you 
need to, and don't leave Farkas to fend for himself! A final Draugr crashes through the burial 
stone, allowing access up a tight side tunnel. At the tunnel's end is a lever, which opens a secret 
rock door leading back to the cairn's entrance. 


Quest Conclusion: Brotherhood 



From here, it is a simple 
matter of returning to Jorrvaskr 
and seeking out Skjor, who 
gladly takes the fragment 
of Ysgramor's Blade from 
you. Vilkas is also waiting, 
having heard how well you 
did as a Shield-Sibling. The 
Companions are assembled in 
the rear courtyard. They are concluding a circle of judgment, and Kodiak informs you that you 
are now a member of the Companions. You are welcomed into the fold, but you still need to 
prove yourself. 


Postquest Activities 

Speak to Aela, Farkas, Skjor, or Vilkas, and tell them you're looking for work to begin any 
other Faction Radiant Quests. . 


i THE SILVER HAND 


PREREQUISITES: Complete the Companions Quest: Proving Honor, Complete one Faction Radiant Quest 

INTERSECTING QUESTS: The Companions Quest: Proving Honor, The Companions Radiant Quests ® MIN0R SP0ltERS 

LOCATIONS: Gallows Rock, Whiterun, Jorrvaskr, Skyforge, Underforge 
CHARACTERS: Aela the Huntress, Farkas, Skjor, Werewolf 
ENEMIES: Krev the Skinner, Silver Hand, Skeever 

0 OBJECTIVES: Talk to Skjor, Meet with Skjor at night, Enter the Underforge, Participate in the blood ritual, Talk to Aela, Kill the werewolf hunters, Talk to Aela 


TAKE UP ARMS 

THE BESTIARY 


HONOR THE SILVER HAND 

QUESTS 




m 


159 


THE INVENTORY 


ATLAS OF SKYRiM 


APPENDICES AND INDEX 



£> Forging the Lycanthrope 


0 OBJECTIVE: Talk to Skjor 

[Si 



After completing the 
Companions Quest: Proving 
Honor, Skjor has spent 
enough time judging your 
worthiness to become one of 
the Companions. When you 
find Skjor, he says he has 
something a little different 
planned for your next task and 
requests you meet him at the entrance to the Underforge after nightfall. 


0 OBJECTIVE: Meet with Skjor at night 
0 OBJECTIVE: Enter the Underforge 
♦ TARGET: Underforge, in Whiterun 



Once the sun has set (any 
time between 06:00 p.m. and 

1 08:00 a.m.), head around the 
left (north) side of Jorrvaskr 
building and meet with Skjor 
by a massive protrusion of 
stone, below the Skyforge. 
Skjor explains this is the most 
ancient part of Whiterun and 
thatthe Underforge taps a vein of magic olderthan men or elves. Skjor beckons foryou to 
open the rock wall that shifts apart, allowing entrance into the Underforge. 



Skjor enters the Underforge 
with you. Aela the Huntress 
has taken a lupine form and 
is waiting around the Sacred 
Font. Skjor explains the 

( ceremony you will undertake is 
to be done in secret, as Kodiak 
& busy trying to throw away 
the gift the Companions have 
been granted; he thinks it a curse rather than a blessing. Now join in the shared blood of the 
wolf and activate the Sacred Font. 


0 OBJECTIVE: Participate in the blood ritual 

CP 3£] 

You experience a tremendous change in your body structure. Your vision s much improved. Your 
speed is like that of the wolf. Your social standing with the locals is possibly not worth testing 
out at the moment. Soon, your eyes close and everything turns to black. 


[£> Clawing the Silver Hand 



You wake up on the moors, 
clad in little more than your 
modesty. Aela the Huntress 
is with you and explains that 
your transformation was 
not easy but successful. To 
celebrate becoming part of 
the Companions, you are to 
slaughter a pack of werewolf 
hunters known as the Silver Hand, who are camped nearby. But first, ask Aela any questions 
about your "condition" that you wish. Then place your armor and clothing back on, and arm up 
for the assault. 


0 OBJECTIVE: Kill the werewolf hunters 
♦ TARGET: Silver Hand dan, in Gallows Rock 

££|Jl 

Jl liZJ 



Charge or prowl around the 
exterior battlements of the 
Gallows Rock fortification 
before slaying the two Silver 
Hand guarding the entrance. 
Then step inside. Judging by 
the spear bars on the doorway, 
the Silver Hand must have 
locked the place down once 
Skjor charged in. Activate the lever and head down the stairs. Make sure Aela accompanies you, 
as she's helpful in combat as a Shield-Sibling. Continue through this complex of stone corridors, 
removing Skeever vermin and Silver Hand as you go. 



Remember you can use your Beast Form during this quest. Access it 
via your Magic menu. 



Manyofyour brethren lie dead 
in the cells; release any who 
are alive so they can savage 
their captors. Then push down 
the stairs, into a stone hall with 
skinned pelt hangings. Battle 
through and down the stairs to 
the circular chamber with the 
columns. This is the lair of Krev 
the Skinner, the Silver Hand leader in these parts. He is flanked by two lackeys. Muster your 
combat potential and savagely dispatch them all. Then ransack the chamber (and optionally, 
the entire area) for loot. 


_4 


0 OBJECTIVE: Talk to Aela 


0 OBJECTIVE: Talk to Aela 

♦ TARGET: Aela the Huntress, on the moors outside Gallows Rock 


TIP As a werewolf, any crime you commit will not count against you, 
as your identity is not known. However, everyone (except for the 
Companions! is hostile and will fight or flee from you. If you kill anyone, they 
remain dead (so don't slay a merchant accidentally!). You can howl and sprint 
places on all fours for an even quicker dash. You may turn into a werewolf once 
per day. 


Quest Conclusion 

There are no rewards here, only sadness. Alas, Aela has seen the body of Skjor. He is dead; he 
should not have come here without a Shield-Brother. Skjor will be avenged. The plotto kill all of 
those responsible for this outrage begins now! 

Postquest Activities 

You must now complete two additional Radiant Quests for Aela (and her only) to begin The 
Companions Quest: Blood's Honor. 




The 8 :de r jScrc iis V 

S KY Rl M 


QUESTS: THE COMPANIONS QUESTS 


WtS ItrrlCliU Mill GUIUI 





BLOOD'S HONOR 




PREREQUISITES: Complete the Companions Quest: The Silver Hand, Complete two Companions Radiant Quests 
INTERSECTING QUESTS: The Companions Quest: The Silver Hand, The Companions Quest: Purity of Revenge, The 
Companions Radiant Quests 

LOCATIONS: Glenmoril Coven, Whiterun, Jorrvaskr, Jorrvaskr Living Quarters 
CHARACTERS: Aela the Huntress, Kodiak Whitemane, Vilkas 
ENEMIES: Frostbite Spider, Glenmoril Witch, Silver Hand, Skeever 
0 OBJECTIVES: Collect a Glenmoril Witch's head, (Optional) Wipe out the Glenmoril Witches, Return to Kodiak 


® MAJOR SPOILERS 


Hirdne's Curse 

After completing the 
Companions Quest: Proving 
Honor and then tending to 
other business, visit Kodiak, 
who is usually down in his 
Living Quarters in Jorrvaskr. 

Sit next to him and begin to 
talk. After telling him what 
you've been up to, Kodiak 
asks if you've heard the story of how the Companions became werewolves. The Order of the 
Companions is almost 5,000 years old, but the beastblood has only "troubled" themfora few 
hundred. One of Kodiak's predecessors made a bargain with the witches of Glenmoril Coven; if 
the Companions were to hunt in the name of their lord, Hircine, they would be granted great 
power. But there was deception! 

Although in wolf form the Companions are powerful, the disease of lycanthropy seeps 
into the spirit, and upon death, werewolves are claimed by Hircine for his Hunting Grounds. For 
some, the eternal chase and capture is a boon, but for a true Nord like Kodiak, it is a curse, 
for he wishes Sovngarde to be his spirit home. Rather than resigning himself to a wolf's death, 
Kodiak has spent his twilight years trying to find a cure. The answer lies in the same magic that 
the witches used to ensnare the Companions. You are to go to their coven and strike down all 
witches. Return with their heads— the seat of their abilities. 



0 OBJECTIVE: Collect a Glenmoril Witch's head 
0 OBJECTIVE: (Optional) Wipe out the Glenmoril Witches 
♦ TARGET: Glenmoril Witch, in Glenmoril Coven 


Trek across the tundra plains and southwest, into the mountains, keeping below the snow line. 
The trappings of witchcraft hang from the gnarled trees at the Coven's entrance. Enter the 
Coven, which is formed around a central hub cavern, where a Glenmoril Witch awaits. Strike 
her with sneak, ranged, or melee attacks. Beware of her frost spells and her familiar. Continue 
combat until one of you falls— be sure it's the crone! Then inspect the withered corpse and 
collect the head (as well as any Hagraven Feathers you may need for crafting). 

> Glenmoril Witch Head 


0 OBJECTIVE: Return to Kodiak 


4J| 


At this point, you are prompted to return to Kodiak. Before you return (which is a critical part of 
this quest), you can also hunt down the four other Glenmoril Witches who inhabit this coven. 

<<&> up n you're having trouble locating any of the witches' chambers, 
carefully inspect the hub chamber (where the first witch was), as 
some connecting tunnels can be hard to spot. 



Journey back to Whiterun, 
and head toward Jorrvaskr. 

Judging from the onlookers, 

Aela's drawn weapon, and the 
slaughtered Silver Hand at her 
feet, the longhouse was the 
scene of a vicious Silver Hand 
attack while you were away. 

Enter Jorrvaskr and speak with 
Vilkas. He has some sorrowful news; Kodiak was killed during the fighting. 


Quest Conclusion 

The Silver Hand made off with all the fragments of Wuuthrad that you had collected. Vilkas 
vows that you and he will bring the battle to their chief camp. Kodiak will be avenged. 

Postquest Activities 

The Companions Quest: Purity of Revenge begins immediately. There are now no Radiant 
Quests available, due to the recent Silver Hand attack. Although you may think the Witch 
Heads aren't of use, they become important during Companions Quest: Glory of the Dead and 
afterward. 





THE INVENTORY 


THE SILVER HAND BLOOD'S 

^QUESTS 




161 


TRANING 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 





Radiant Quests 


LOCATIONS: Driftshade Refuge, Driftshade Cellar, Whiterun , Jorrvaskr 
CHARACTERS: Vilkas, Werewolf 
ENEMIES: Silver Hand 

0 OBJECTIVES: Retrieve the fragments of Wuuthrad, (Optional) Wipe out the Silver Hand, Return to Jorrvaskr 


3> Severing the Silver Hand 


0 OBJECTIVE: Retrieve the fragments of Wuuthrad 
0 OBJECTIVE: (Optional) Wipe out the Silver Hand 
♦ TARGET: Wuuthrad fragments, inside Driftshade Refuge 



Vilkas wishes to immediately 
depart for the Silver Hand 
stronghold of Driftshade Refuge 
and accompanies you as your 
Shield-Brother. Purchase any 
equipment if necessary, and 
then journey north into the 
Mountains of Winterhold, to 
the southeast of Dawnstar. 
Combat begins immediately. Sneaking is inadvisable for a Companion, especially one with an 
optional objective to fulfill and a recently slain advisor. Dispatch the foes guarding the entrance 
to the Refuge. Kill the one on the roof with ranged weapons, or sneak up the steps to the rear 
of the entrance. 



Descend the stone-stepped corridor and into a lower shrine room, with moss-covered pillars 
and Silver Hand to cut down with speed and ferociousness. Make a systematic sweep of every 
chamber via the connecting corridors, culling foes as you go. Leave no one alive, lest you mock 
the death of the beloved Kodiak! Eventually, you reach a chamber with vertical spears blocking 
an entrance. Activate the lever just to the right of the spears, and they retract, allowing you into 
Driftshade Cellar. 


Fight your way past the 
stacked wood and barrels, 
watching for the pressure plate 
lest you receive a swinging 
gate trap in the face— a fate 
you can attempt for any foes if 
you wish. Venture farther into 
the cellar, and split open the 
Silver Hand guarding a large 
distillery tank of mead. Exit via a hole in the stone wall and into a snow tunnel. You appear in 
a small cavern complete with holding cells. Release any werewolves still alive (they are locals 
afflicted with lycanthropy, rather than Companions). The snow tunnel connects back into the 
cellar. 



Pass the remains of a werewolf 
and shred the foes in the 
torture room. Enter the remains 
of the cellar's grand hall, now 
full of collapsed masonry. After 
more Silver Hand slaughtering, 
head south, up the steps and 
back into the refuge area. 

Enter the small dungeon room, 
then turn left and bound up the stairs. The remaining Silver Hand are in this chamber. Kill them 
all. Your optional objective should complete at this point. Then inspect the table on the elevated 
dining area, where all the fragments of Ysgramor's Blade can be found ...again. Take them 
before resting for a moment with Vilkas, who seems to have finally realized your prowess as a 
fighter. 

> Fragments of Wuuthrad 
0 OBJECTIVE: Return to Jorrvaskr 

ife — 4 

Quest Conclusion 

Head south out of Driftshade Refuge, back outside, and then to Whiterun and your longhouse 
home. As you near Jorrvaskr, Vilkas remarks that your brethren should have finished preparing 
the funeral of Kodiak by now. 

Postquest Activities 

The Companions Quest: Glory of the Dead begins immediately. There are now no Radiant 
Quests available, due to the preparations for Kodiak's departure. 




-r** GLORY OF THE DEAD 



PREREQUISITES: Complete the Companions Quest: Purity of Revenge 
INTERSECTING QUESTS: The Companions Quest: Purity of Revenge, The Companions Radiant Quests 
LOCATIONS: Whiterun, Jorrvaskr, Jorrvaskr Living Quarters, Skyforge, Underforge, Ysgramor's Tomb 
CHARACTERS: Aela the Huntress, Danica Pure-Spring, Eorlund Gray-Mane, Farkas, Jarl of Whiterun, Kodiak Whitemane, Vilkas 

& — continued on next page 


<§> MAJOR SPOILERS 


142 



The Blder ^Scrolls ’ V 

SKY RIM 


QUESTS: THE COMPANIONS QUESTS 







ENEMIES: Companion Ghost, Frostbite Spider, Kodiak's Wolf Spirit, Skeever 

0 OBJECTIVES: Attend Kodiak's funeral, Retrieve Kodiak's fragment, Give the final fragment to Eorlund, Meet the Circle, Go to Ysgramor's Tomb with the Circle, 
Return Wuuthrad to Ysgramor, Get to the burial chamber, Speak to Kodiak, Put witch head into fire, Defeat the wolf spirit, Speak to Kodiak 


Out of the Strong Comes Forth Steel 

0 OBJECTIVE: Attend Kodiak's funeral 

♦ TARGET: Skyforge, north of Jorrvaskr, in Whiterun 

ife 4 

Upon your return to Jorrvaskr, 
there is no one inside the 
building; they are all at the 
Skyforge, where Eorlund has 
prepared the pyre for Kodiak's 
funeral. The Companions 
are there, along with some 
of Whiterun's population, 
including the Jarl and the 
priestess Danica Pure-Spring. Aela steps forward to join Eorlund and Vilkas in a simple, 
strong-hearted eulogy. Aela lights the pyre, and Kodiak's body is set ablaze. With his spirit 
departed, she requests that the members of the Circle should withdraw to the Underforge to 
grieve together. Before you leave with them, Eorlund asks whether you have the Fragments of 
Wuuthrad; he needs to prepare them for mounting back in Jorrvaskr. There is a final piece of 
the Wuuthrad that Kodiak always kept close. Eorlund requests that you go to Kodiak's chambers 
and bring the piece back for him. 

I } 

0 OBJECTIVE: Retrieve Kodiak's fragment 

♦ TARGET: Living Quarters, in Jorrvaskr in Whiterun 

Enter Jorrvaskr and descend 
into the Living Quarters. Head 
north, past the chair where 
you and Kodiak sat and talked. 
His bedroom is to the right 
(east). Check the bedside 
table and grab the two items 
within. One is the fragment 
Eorlund mentioned, and the 
other is Kodiak's Journal. You may optionally read it. Kodiak's wishes for your role within the 
Companions are detailed in it. 

> Fragment of Ysgramor's Blade > Kodiak's Journal 
0 OBJECTIVE: Give the final fragment to Eorlund 

bp- m 

Return to Eorlund, who is usually at the Skyforge, and hand over the fragment. He thanks you 
and says the Companions are waiting for you inside the Underforge. 

0 OBJECTIVE: Meet the Circle 

♦ TARGET: Underforge, in Whiterun 

Open the loose rock wall below 
the Skyforge and enter the 
place where you were once 
baptized into the moon-born. 
Vilkas and Aela are having a 
heated discussion over Kodiak's 
final wishes. Although Aela is 
at one with her Beast Form, 





Vilkas knows that Kodiak wished to meet Ysgramor and know the glories of Sovngarde and 
the Hall of Valor. The curse of lycanthropy took that from him. Aela relents, understanding that 
Kodiak's wishes are to be respected. 

Vilkas then tells you of the Tomb of Ysgramor, where the souls of Harbingers past heed 
the call of northern steel. But the tomb cannot be entered because Ysgramor's Blade is in 
pieces. Eorlund informs them that tools are meant to be broken...and repaired ! This is the 
first time that all pieces of the Blade have been returned together, and the flames of Kodiak 
fuel the rebirth of Wuuthrad! Eorlund hands you the blade, which is now in one piece, and the 
Circle of Companions set off to enter the tomb and help cast Kodiak off into the Nordic realm of 
the afterlife. 

> Wuuthrad 


0 OBJECTIVE: Go to Ysgramor's Tomb with the Circle 
♦ TARGET: Entrance to Ysgramor's Tomb 


TIP Wuuthrad the Elf-Slayer is a powerful two-handed weapon that does 
20% more damage to elven foes. It is a suitable reward for someone 
who has brought honor to the Companions. 


£> Taming the Wolf 

Northwest of Winterhold, in 
the ice fields of the Sea of 
Ghosts, lies the Nordic cairn 
indicating the entrance to 
Ysgramor's Tomb. Climb over 
the lip of the cairn and open 
the iron door that leads into 
the tomb interior. Your Shield- 
Siblings are already inspecting 
the weaponless statue at the tomb's entrance plinth. Vilkas says this is the resting place of 
Ysgramor and his most trusted generals, and you should be cautious. Then Vilkas reveals that 
he won't be accompanying you on this final mission; his mind is too fogged and his heart 
grieved. He then instructs you to grant Ysgramor's statue its rightful blade. 


0 OBJECTIVE: Return Wuuthrad to Ysgramor 

Approach the statue of Ysgramor and place the Wuuthrad in the statue's grip. The tomb 
entrance behind (north of) the statue slides open. You, Farkas, and Aela the Huntress will now 
meet Ysgramor's guardians and fight your way to the resting place of Ysgramor. 

0 OBJECTIVE: Get to the burial chamber 

Brush aside the cobwebs and 
investigate the tunnel beyond, 
which turnswest and ends at 
a double door with an alcove 
on either side. From each 
alcove, a Companion Ghost 
appears, ready to test your 
mettle. Slay them as if they 
were enemies; you are proving 
yourself to them in battle, and there is no greater honor. Open the double doors and enter the 




TRANING 


THE INVENTORY 


PURITY OF REVENGE GLORY OF THE DEAD 

THE BESTIARY QUESTS 


163 


ATLAS OF SKYR1M 


APPENDICES AND INDEX 




entrance hall, where three more ghosts appear to thwart you. Tackle them, checking on your 
Shield-Siblings in case they need your support. 

Head south, down another level, and into the hall of crypts. Return several more 
Companion Ghosts to Sovngarde as they emerge from their vertical tombs, then head south, 
hacking at the entrance filled with cobwebs. Farkas parts company with you at this point. The 
cobwebs lead to two connected chambers filled with Frostbite Spiders (expect at least one to be 
Giant). Dispatch them all before activating the chain by the portcullis to the south. Venture into 
the main tomb. At least six more Companion Ghosts appear to stop you between here and the 
corridor and the steps up to an iron door. 

Open the door to reach a long hall with a pedestal at its far end. Atop the pedestal is a handle. 
Pull it to open the portcullis in the sunken corridor on your left (north). Head down into a giant 
ceremonial chamber, with the skull of a mammoth dominating the central embalming table. 

At least four more Companion Ghosts appear. Stick your bladed weapon intotheir ethereal 
forms. When the fight is over, you may climb the final steps, open the double doors, and enter 
Ysgramor's burial chamber. 

0 OBJECTIVE: Speak to Kodiak 

□P . % 

£> And So Slain the Beast Inside 

Stride over to meet the spirit 
of Kodiak, who (along with his 
fellow Harbingers from history) 
have been warming themselves 
in this chamber and trying to 
evade Hircine. Although you 
can see only Kodiak's spirit, he 
assures you his predecessors 
are with you, in this most 
sacred of chambers. Tell Kodiak that Vilkas mentioned a cure was still possible, and Kodiak 
instructs you to take one of the witches' heads and throw it into the blue fire. It will release 
their magic— for him at least. 

0 OBJECTIVE: Put witch head into fire 
0 OBJECTIVE: Defeat the wolf spirit 



Approach the Flame of the 
Harbinger and drop a witch's 
head into it. The moment the 
blue flames begin to devour 
the head and the witch's 
magical grip loosens, Kodiak's 
Wolf Spirt appears. You must 
destroy it in combat. 


0 OBJECTIVE: Speak to Kodiak 

HP 

Quest Conclusion 

Return to Kodiak's spirit and tell him you killed his beast spirit. He thanks you for this gift, one 
tainted by sadness that the other Harbingers remain trapped by Hircine. Perhaps a battle for 
their souls could be waged from Sovngarde. For today, however, you must triumph in your 
victory and lead the Companions to further gloryl 

Postquest Activities 

Locate any treasure chests you wish to plunder. Pull the chain and exit via the raised area on 
the chamber's eastern side. Head up the spiral stairs to a second chain that removes a section 
of rock wall. Return to the entrance chamber where Ysgramor's statue is standing. You may 
now return to Jorrvaskr at your leisure. Although your critical Companions Quests are over, there 
are now three additional Radiant Quests available (along with the initial ones). You enjoy the 
companionship of your Shield-Brothers and Sisters as you return, victorious, as Harbinger! 

> Word of Power: Animal Allegiance 

| 

tip You may wish to take Wuuthrad from Ysgramor's statue before you 
leave, and use this weapon. 

TIP Forging Ahead: The Skyforge, burning with Kodiak's Spirit, can 
now forge a unique set of Nord Hero weapons if you have the skill 
to craft them. 

NOTE Intimate Companionship: Farkas, Vilkas, Aela, Athis, Ria r 
Njarfa, and Torvar are all able to be married once Companions 
Quest: Glory of the Dead is over. Consult Temple Side Quest: The Bonds of 
Matrimony (page 336) for more details. 


4 



<$ THE COMPANIONS RADIANT QUESTS §> 

The following 1 3 Radiant Quests occur between (and after) the critical Companions Quests and typically offer you a random task to accomplish. These tasks are available in three different "waves," 
depending on how far you are in the critical Companions Quests. For a complete list of how to unlock each Radiant Quest, consult the Introduction to the Companions Quests, at the start of this 
chapter. 


« INITIAL WAVE: ANIMAL EXTERMINATION (I) 



Quest giver: Aela 

Speak to Aela and request some work. It seems that someone has a problem with a wild 
animal loose in their dwelling and has requested a Companion to help eradicate the menace. 
Aela orders you to locate the animal and kill it quickly. 

0 OBJECTIVE: Kill the [random animal] 

♦ TARGET: Random animal, random location 

m- 


Journey to the dwelling where 
the reported animal intrusion 
occurred. Draw your preferred 
weapon as you enter; the 
animal usually strikes once 
you're inside the premises. Cut 
down the animal, obtaining its 
pelt if you wish. 


0 OBJECTIVE: Return to Aela 



164 



The tflde.’JwroUs V 

sk“yr7m 


QUESTS: THE COMPANIONS RADIANT QUESTS 


■Ij'M »]/j > 



Quest Conclusion Postquest Activities 

Return to Jorrvaskr, and seek out Aela. Inform her of the quick and noble death you've given You may now speak to another Companion and begin another Radiant Quest (or access the 
the creature. You're given some coin for your troubles. critical Companions Quest if you haven't already) . 

> Gold pieces (leveled) 



» INITIAL WAVE: ANIMAL EXTERMINATION 1 




Quest giver: Aela 

Speak to Aela and request some work. It seems that there is an animal den located close to a group of friends of the Companions, and periodically, the animals attack them. Aela orders you to 
eradicate the threat; you are to find all the animals within the den and dispatch them. 


0 OBJECTIVE: Clear outthe [random animal den] 
♦ TARGET: Random animal den, random location 


Trek to the animal den 
indicated on your world map, 
and draw your weapons. 
Investigate all areas of this 
location. Whenever you 
encounter an animal, kill it. 
Continue with your animal 
slaughter (obtaining pelts if 
you wish, and if applicable) 
until the quest updates. 



0 OBJECTIVE: Return to Aela 


zSJi 


Quest Conclusion 

Return to Jorrvaskr and seek out Aela. Inform her that you've dealt with the animals within the 
den. You're given some coin for your troubles. 

> Gold pieces (leveled) 


Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest (or access the 
critical Companions Quest if you haven't already). 


=#& INITIAL WAVE: HIRED MUSCLE ^ 


Quest giver: Farkas 

Tell Farkas that you're looking for work. As it happens, he has received a letter requesting some "muscle." Farkas doesn't know what the fight is about, and it isn't the Companions' business 
anyway, but he needs you to head to the place of the altercation and scare the ruffian into submission. This is to be a roughing up, not a killing! 



0 OBJECTIVE: Intimidate a [random troublemaker] in a [random location] 

♦ TARGET: Random target, random location 

ij_] 

(Brawl) Journey to the location 
where the troublemaker 
is causing a fuss, Journey 
to the location where the 
troublemaker is causing a fuss. 
Step up to the annoyance. 

Step up to the annoyance, 
and explain that you're here 
to resolve a dispute. Then 
pummel them in a brawl until they collapse to the ground. Do not kill them, as this reduces 
your reward. 


0 OBJECTIVE: Return to Farkas 

Quest Conclusion 

Return to Jorrvaskr and seek out Farkas. Inform him of your success at pummeling some sense 
into the troublemaker. You're given some coin for your troubles. 

> Gold pieces (leveled) 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest (or access the 
critical Companions Quest if you haven't already). 



INITIAL WAVE: TROUBLE IN SKYRIM 


Quest giver: Farkas 

Tell Farkas you're looking for work. Fortunately, he has a job that requires your immediate 
attention. Farkas has received word that a group of aggressors are causing a disturbance and 
must be dealt with using your combat mettle. He needs you to journey to the place where the 
problem has arisen and slay those responsible. This is to be a killing; take no prisoners! 

0 OBJECTIVE: Kill the leader of a [random location] 

♦ TARGET: Random target, random location 


0 OBJECTIVE: Return to Farkas 





Travel to the place indicated on 
your world map where a group 
of enemies is causing problems 
for one of the Companions' 
clients. Locate the leader. 
Proceed to slay this enemy as 
swiftly as possible. You can 
dispatch anyone who attempts 
to stop you, although you need 
kill only the leader for this quest to complete. This is a simple slaying mission. 


< g) GLORY OF THE DEAD INITIAL WAVE: ANIMAL EXTERMINATION (I), (II), HIRED MUSCLE, TROUBLE IN SKYRIM H| > M 6?l 

TRANING THE INVENTORY THE BESTIARY QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 


Quest Conclusion Postquest Activities 

Return to Jorrvaskr and seek out Farkas. Inform him of your success at massacring those who You may now speak to another Companion and begin another Radiant Quest (or access the 
sought to upset the Companions' clients. You're given some coin for your heroics. critical Companions Quest if you haven't already) . 

> Gold pieces (leveled) 



INITIAL WAVE: FAMILY HEIRLOOM * 


Quest giver: Skjor Quest giver: Vilkas 

Speak with either Skjor or Vilkas, and they inform you that they have work that involves locating and retrieving a valuable family heirloom, lost to a high-ranking family or other well-connected 
faction that the Companions are friendly with. You are to find the heirloom, said to be hidden somewhere in a Primary Location in Skyrim, and bring it back to the quest giver. 


0 OBJECTIVE: Retrieve the [valuable heirloom] from a [random location] 

♦ TARGET: Random item, random location 

Journey to the random location, 
and utilize your sneaking or 
combat abilities on any entity 
blocking your path, both before 
and after you enter the interior 
of the place, which is usually 
a castle, keep, or dungeon. 
Creep or carve your way to the 
location flagged on your local 
map, and pry the item away from the enemies; it is usually hidden in a chest. Finding the item 
is your only task; no bloodshed need occur, although it is encouraged! 


0 OBJECTIVE: Return to Skjor or Vilkas 

Quest Conclusion 

Return to Jorrvaskr, and seek out Skjor or Vilkas to inform him that you've located the 
heirloom. Hand it over. You're given gold pieces for your time. 

> Gold pieces (leveled) 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest (or access the 
critical Companions Quest if you haven't already). 



INITIAL WAVE: ESCAPED CRIMINAL 


Quest giver: Skjor Quest giver: Vilkas 

Speak with either Skjor or Vilkas, and he informs you that a wanted fugitive is fleeing from authorities, who are able to pay for the killing of the criminal. You are to locate this ne'er-do-well, face 
him in combat, and make sure he dies. 


0 OBJECTIVE: Kill the [random criminal] 

♦ TARGET: Random criminal, random location 

Set off to the location indicated 
^n your world map, with the 
express intention of slaying this 
criminal. As the troublemaker 
may be flanked by foes who 
normally reside in this location, 
prepare for attacks throughout 
the criminal's hideout. When 
you finally reach the criminal in 
question, there's no pleading and no stalling, just a quick and justified death. 


0 OBJECTIVE: Return to Skjor or Vilkas 

m 3Q 

Quest Conclusion 

Return to Jorrvaskr and seek out Skjor or Vilkas. Inform him that the criminal has been brought 
to justice— Companion justice— and he is satisfied with your progress. You receive a cut of 
the reward. 

> Gold pieces (leveled) 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest (or access the 
critical Companions Quest if you haven't already). 



INITIAL WAVE: RESCUE MISSION 


Quest giver: Skjor Quest giver: Vilkas 

Speak with either Skjor or Vilkas, and he lets you know that a member of an important family 
or organization with ties to the Companions has been kidnapped. Those responsible have taken 
the victim to a hiding place. You are to find the victim and return him to the location from which 
they were kidnapped. Obviously, the victim's health is of paramount importance. 


0 OBJECTIVE: Rescue a [random victim] from a [random location] 
♦ TARGET: Random victim, random location 



Journey to the location where 
the enemies took the victim. 
Begin to battle your way 
toward the victim's location. 
The target is usually close 
to any enemy leader or 
imprisoned in a cell or a cage. 
Unlock them if necessary, using 
Lockpick, searching any nearby 
foes you've slain for a key, or finding a lever to release the victim from their prison. 



The Elder Scrolls V 

s~kyrTm 


166 


QUESTS: THE COMPANIONS RADIANT QUESTS 



0 OBJECTIVE: Return the [random victim] to [where they were 
kidnapped from] 

♦ TARGET: Random victim, random location 

With the victim found and released, they become a Follower, and you must emerge from your 
current location with them in tow. Once you reach the surface, having protected the target 
throughout the rest of the escape, Fast-Travel to the safe location indicated or the nearest 
already-discovered location and walk the rest of the way, defending the victim from any 
further attacks. 


0 OBJECTIVE: Return to Skjor or Vilkas 


Quest Conclusion 

Return to Jorrvaskr and seek out Skjor or Vilkas to inform him you recovered the kidnapping 
victim alive and chaperoned them back to a safe place. Your quest-giver is pleased with this 
outcome, and you receive some of the reward. 

> Gold pieces (leveled) 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest (or access the 
critical Companions Quest if you haven't already). 








SECOND WAVE: STRIKING THE HEART 


Quest giver: Aela the Huntress 

Speak with Aela and ask what her targets are. She mentions a group of Silver Hand, holed up in a fortification. You're to assault this location and slaughter the Silver Hand leader inside. 


0 OBJECTIVE: Return to Aela 




0 OBJECTIVE: Assassinate the Silver Hand leader 

♦ TARGET: Silver Hand leader, [random location] 

13 ^— — - 

Journey to the settlement 
Aela has indicated and begin 
a systematic slaughter of the 
Silver Hand foes within, along 
with any indigenous foes that 
attack. This battle culminates in 
a confrontation with the Silver 
Hand lieutenant. Cut the fiend 
down with a final offensive 
flourish. The location of the Silver Hand leader is important; you may not need to scour the 
entire fortification to find him. As always, utilize your local map to learn where the leader is 
holed up and to learn any shortcuts to his location. But it is just as satisfying to plow through 
the leader's troops first! 


Quest Conclusion 

With the blood of the Silver Hand leader still coating your melee weapon, head back to 
Jorrvaskr, inside Whiterun, and let Aela know of your victory. You receive no reward; just your 
vengeance satiated. 

Postquest Activities 

If this was your first Second Wave quest, Aela will present your next target. If you have now 
completed two of these quests, Companions Quest: Blood's Honor will begin. 



SECOND WAVE: STEALING PLANS - 


Quest giver: Aela the Huntress 


Speak with Aela and ask whether she has additional work for you. She's heard rumors of a Silver Hand camp, with a set of plans somewhere inside that could contain information helpful to the 
Companions; for example, it could enable a Silver Hand lieutenant to be tracked and killed. You're tasked with obtaining the plans. 


0 OBJECTIVE: Steal the plans from a [random Silver Hand camp] 

L& 

Locate the Silver Hand camp 
specified by Aela (these are 
usually keeps, caves, or other 
fortifications known to house 
bandits), and cut a swathe 
through the defending enemies 
inside (or attempt a sneaky 
infiltration). The plans are 
usually resting on or under a 
table or other furniture, rather than inside a chest. Look carefully for the Stratagem, then depart 
with it. 

> Silver Hand Stratagem 


0 OBJECTIVE: Return to Aela 
♦ TARGET: Aela the Huntress, Jorrvaskr, Whiterun 

m m 

Quest Conclusion 

Return to Jorrvaskr, inside Whiterun, and inform Aela that you've been successful. Aside from 
furthering this quest line and a verbal congratulations from Aela, there are no rewards. 

Postquest Activities 

If this was your first Second Wave quest, Aela will present your next target. If you have now 
completed two of these quests, Companions Quest: Blood's Honor will begin. 



INITIAL WAVE: FAMILY HEIRLOOM, ESCAPED CRIMINAL, RESCUE MISSION SECOND WAVE: STRIKING THE HEART, STEALING PLANS 

TRANiNG THE INVENTORY THE BESTIARY ^QUESTS ATLAS OF SKYRIM APPENDICES AND INDEX 





SECOND WAVE: RETRIEVAL 



Quest giver: Aela the Huntress 


Speak with Aela and ask what her targets are. She mentions a fragment of the Wuuthrad, 
hidden somewhere in Skyrim. 


0 OBJECTIVE: Retrieve the fragment of Wuuthrad 
♦ TARGET: Fragment of Ysgramor's Blade, in a [random location] 



in the same chamber where you found the leader of the Silver Hand. Retrieve the fragments 
immediately. 

> Fragment of Ysgramor's Blade 

0 OBJECTIVE: Return to Aela 
♦ TARGET: Aela the Huntress, Jorrvaskr, Whiterun 



Journey to the location Aela 
has indicated, and slay the 
Silver Hand forces inside, 
along with any foes lurking at 
this locale. The fragments of 
the blade are usually inside a 
treasure chest or on a piece of 
furniture. It is almost always 


Quest Conclusion 

With the Fragment of Ysgramor's Blade in your possession, journey back to Jorrvaskr, inside 
Whiterun, and inform Aela that you've been successful. Aside from furthering this quest line and 
receiving a verbal congratulations from Aela, there are no rewards. 

Postquest Activities 

If this was your first Second Wave quest, Aela will present your next target. If you have now 
completed two of these quests, Companions Quest: Blood's Honor will begin. 


^ FINAL WAVE: TOTEMS OF HIRCINE • 


Quest giver: Aela the Huntress 

Speak with Aela and ask what additional work there is to achieve. She mentions a powerful object - a Totem of Hircine - that could channel the power of the Companions' Beast Forms in a new 
direction. Aela instructs you to head to a particular location to find it. 



0 OBJECTIVE: Retrieve the Totem of Hircine 
♦ TARGET: Totem of Hircine, in a [random location] 


Journey to the location Aela 
has indicated (with Aela as 
your Shield-Sister), and slay 
the foes lurking around. The 
Totem is located inside a 
treasure chest or on a piece 
of furniture in the chamber 
farthest away from the 
location's entrance. Battle to 
this point and take the Totem. 

> Totem of Hircine 



0 OBJECTIVE: Take the Totem to the Underforge 
♦ TARGET: Underforge, Whiterun 


Quest Conclusion 

With the Totem of Hircine in your possession, journey back to Jorrvaskr, inside Whiterun, and 
head to the Underforge. Place the Totem on this stand. The Totem allows you to change your 
Werewolf Power. Repeat this quest for more Totems. 

> Totem of the Hunt (Detect Life) 

> Totem of Brotherhood (Summon Spirit Wolves) 


Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest. 



Quest giver: Farkas Quest giver: Vilkas 


FINAL WAVE: PURITY 



Talk to Farkas or Vilkas. They are worried that when they pass from this realm, they, too, will share the same fate that befell Kodiak— trapped in a purgatory and desperately avoiding Hircine's 
Hunting Grounds. The quest giver wants the curse of lycanthropy to be purged from his spirit and asks for your help in acquiring the necessary ingredients to make this possible. 


0 OBJECTIVE: Collect a Glenmoril Witch Head 

♦ TARGET: Glenmoril Witch Head, Glenmoril Coven 

£03 


There are two options at this 
point: If you have already 
culled the Glenmoril Coven of 
all five witches, you should 
have a spare Witch Head in 
your inventory. If you don't, 
you should journey to the 
Glenmoril Coven, sever another 
Witch Head, and return to 
Farkas's or Vilkas's location. 




The fflderSetoils V 

S I< Y r7 m 




> Glenmoril Witch Head 


0 OBJECTIVE: Cleanse [the quest giver] of beastblood 


Only one location has the 
necessary magic to thwart 
the power of Hircine, and 
that is Ysgramor's Tomb. 
Follow the route set out in the 
Companions Quest: Glory of 
the Dead (with the quest giver 
as your Shield-Brother) until 
you reach the chamber with 
the Flame of the Harbinger. At this point, you have two objectives to complete: 



163 


QUESTS THE COMPANIONS RADIANT QUESTS 




0 OBJECTIVE: Collect a Glenmoril Witch Head 
0 OBJECTIVE: Kill [the quest giver's] wolf spirit 

Quest Conclusion 

Place one of the Witch Heads into the flickering blue flame, and then defeat the wolf spirit that 
leaves the body. Once this combat is over, Farkas or Vilkas is effectively "cured" of lycanthropy. 


You can also drop a head into the flames and cure yourself. But be warned: Once cured, you 
lose your Beast Form ability forever. 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest. 


FINAL WAVE: DRAGON SEEKERS 



Quest giver: Farkas Quest giver: Vilkas 

Either Farkas or Vilkas tells you that a dragon is terrorizing a nearby Hold. The exact details are 
scarce, but this would be a fine and victorious combat victory and would help keep the denizens 
of Skyrim safe. You are given instructions on where this dragon's lair may be. 


0 OBJECTIVE: Kill the dragon at [a random dragon's lair] 

- 



Walk the path to the dragon's location (with the quest giver as your Shield-Brother), and begin 
combat with this monstrous beast. Depending on how far through the Main Quest you are, the 
Shouts you have learned can very much help in this epic confrontation. Defeat the dragon and 
claim its soul for your own. 


\<§£> TIP If you require more information on how to defeat the dragon, 

consult the tactics listed in Main Quest: Dragon Rising or Main Quest: 

A Blade in the Dark. If you've learned the Dragonrend Shout (after completing 
| Main Quest: Alduin's Bane), fighting with melee weapons suddenly becomes a 
whole lot easier. 

> Dragon Soul 

0 OBJECTIVE: Talk to [the quest giver] 

m m 

Quest Conclusion 

Farkasor Vilkas are impressed by your dragon-slaying abilities. You are truly the Harbinger of the 
Companions! 

Postquest Activities 

You may now speak to another Companion and begin another Radiant Quest. 



SECOND WAVE: RETRIEVAL FINAL WAVE: TOTEMS OF HIRCINE, PURITY, DRAGON SEEKERS 

<P QUESTS 



THE INVENTORY 


THE BESTIARY 


ATLAS OF SKYRIM 


APPENDICES AND INDEX 




<J$ THE COLLEGE OF WINTERHOLD QUESTS &> 



£> Optimal Quest Start 

The College of Winterhold Quests begin when you arrive at the College for the first time. They 
give you access to trainers and vendors that considerably increase your magical abilities and 
skills. You can join the College whenever you like, although Magic-focused characters may 
want to join sooner rather than later to gain access to this ready source of spells. Most other 
characters will come to the College much later, as part of Main Quest: Elder Knowledge. 

[►> Sanctuary: College of Winterhold 


NOTE Cross-Referencing: Do you wont to see maps and learn more 
oboultfie traps, non-quest-related items, collectibles, crofting 
areas, and other important rooms af note in every location during these quests? 
Then cross-reference the location you travel to with the information on that 
location contained in Ibis guide's Atlas. 



The threadbare Hold City of Winterhold has seen most of its population driven away. The center of life in these parts nowadays is the College of Winterhold. Once a prominent, influential location 
in Skyrim, Winterhold has fallen on hard times but is still a haven for mages in Skyrim, a safe refuge from distrustful Nords. Largely self-sufficient, the College of Winterhold is quite content to be 
isolated from the rest of the province, although a more peaceful coexistence with the outside world is always preferred. 


The College of Winterhold is situated on a cliff overlooking the Sea of Ghosts. Over the years, the cliff has fallen into the sea, taking nearly all of the original city with it. Only a few buildings 
remain, though somehow the College of Winterhold has largely been untouched by the damage. It now resides on a free-standing crag of rock and ice. Inside, the College is split into three 
distinctive towers: Halls of Countenance and Attainment where apprentices and senior mages reside; the Hall of the Elements, where the Arch-Mage resides, gatherings are held, and the Arcanaeum 
(the College's great library) is kept. Below the College lies the Midden, a warren of icy tunnels where the remnants of long-forgotten experiments reside. 

[»> Important Characters 

Arch-Mage: Savos Aren 

Savos has been the Arch-Mage of the College for a very long time 
and tried to assure the people that the College was not responsible 
for the Great Collapse. He took threats seriously after the White-Gold 
Concordat and helped secure the grounds of the College. Through 
it all, he's managed to maintain his good demeanor and his faith 
in humanity. He has little concern for public perception these days, 
believing that if the mages of the College keep to themselves, no one 
will bother them. As such, he has every intention of staying out of the 
Civil War and the Thalmor's rise to power. 

Thalmor Advisor: Ancano 

A Thalmor agent currently residing at the College of Winterhold, acting 
in an "advisory" position, Ancano's patronizing tone and haughtiness 
have made this High Elf into a hated figure. Feeling he has no one 
to answer to, Ancano is using his time at the College to find out any 
secrets he can and relay them to his masters back at the Embassy in 
Haafingar. He isn't winning any popularity awards in the College. 




Master-Wizard: Mirabelle Ervine 

Mirabelle may be second-in-command, but she's the one who really 
runs the College. The day-to-day operations are under her jurisdiction, 
which doesn't make her popular, but she knows someone has to do 
the job. Mirabelle is frustrated that the College is seen as a black 
mark, that magic in general is shunned, and takes very seriously 
any allegations of wrongdoing leveled at the College or its members. 
She has no use for either the Psijics or the Thalmor— they're all just 
getting in the way and giving the College a bad reputation. 

Wizard: Sergius Turrianus 

Well aware of the contempt Nirya and Faralda have for one another, 
Sergius takes time from his duties as Enchanting instructor to instigate 
conflict between the two women, in the hopes that Faralda will turn 
to him for comfort. While he's sure this is going to backfire on him 
eventually, he's going to enjoy it while he can. 

> Trainer (Enchanting: Expert): Sergius Turrianus 





The elder Scroti V 

SKY RlM 






370 


QUESTS: THE COLLEGE OF WINTERHOLD QUESTS 



Wizard: Drevis Neloren 


Scholar: Colette Marence 


Drevis is a strange duck. Quite 


Colette is the Restoration teacher at 


versec ^ ' n ^ us ‘ on ' ^ we ^ 


the College and is well aware that 


liked by the apprentices but has 

JtirK 

she's been labeled as a peace-loving 


^ little presence outside his class. 


star-gazing Spriggan-hugger. Having 

His colleagues barely seem to 


made repeated attempts to break 


HC acknowledge him; he floats 


out of that role and finding that 


\ < SL \ through the day leaving little mark 


everyone treated her even worse 

Am 

on anything. If they were paying 


when she no longer fit the image 




attention, one might question whether he's really there at 
all.... Drevis has a habit of wandering into the Arcanaeum and 
talking Urag gro-Shub's ear off, largely because Urag can't 
get away. 

> Vendor: Illusion spells 

> Trainer (Illusion: Master): Drevis Neloren 

Wizard: Faralda 

Faralda has her eye on Mirabelle 
Ervine's position, a stepping stone 
on her way to being Arch-Mage. 
Recently she's noticed that Nirya 
seems to have her sights set on the 
same position, and the two have 
developed a bitter rivalry over it. 
Rumors of sabotaged experiments 
and undermined research provide plenty of gossip for the 
other mages. When upset over something Nirya has done, 
Faralda goes running to Sergius Turrianus, who is in fact 
playing up both sides of this conflict to get close to Faralda. 

> Vendor: Destruction spells 

> Trainer (Destruction: Expert): Faralda 

Wizard: Phinis Gestor 

Phinis has little concern for the 
affairs of mortals. He's a wizard 
who conjures creatures from the 
Beyond— what else matters? Phinis 
is also interested in Necromancy and 
takes solace in the notion that the 
College is one of the few places he 
can getaway with honing his art 
without being stoned to death in the process. He regularly 
relies on Enthir to procure some of the more sensitive items 
his conjurations require, but only interacts socially with Arniel 
Gane, the one person in the College who doesn't seem 
nervous when speaking to him. 

> Vendor: Conjuration spells 

> Trainer (Conjuration: Expert): Phinis Gestor 

Scholar: Arniel Gane 

Arniel is a small, frail little 
man who's never been entirely 
comfortable in his own skin. He 
feels weak and helpless, and while 
turning to magic has alleviated 
[ some of that, he wants to take it a 
step further. His ultimate (and very 
secret) goal is to research dwarven 
artifacts and figure out why the civilization disappeared. To 
that end, he occasionally procures the services of Enthir for 
some controversial items. 





they'd created for her, she's finally given in and accepted that 
no one will ever see her differently. 

> Vendor: Restoration spells 

> Trainer (Restoration: Expert): 

Colette Marence 

Scholar: Enthir 

I JjHK|| Enthir is the "man who knows how 
to obtain materials" in the College. 
While the College has very flexible 
rules on what's acceptable research 
and what's not, there are some 
reagents and spell components 
that just can't be acquired through 
legal means. Enthir, working with 
Birna in Winterhold, is the elf who takes care of that. He 
also becomes a Fence in Winterhold during the Thieves 
Guild Quests. 

> Fence (Thieves Guild) 

Scholar: Nirya 

Nirya is supremely confident of her 
abilities and is far more interested 
in jostling for a leadership position 
than improving her skills. As Faralda 
seems to be the only other mage to 
share these ambitions, she's decided 
to take her down. Sergius provides 
insight as to how to go about doing 
this, and while Nirya has a sense that he may be using her, 
she can't imagine what his motivation is and so she doesn't 
worry about it. 

Wizard: Tolfdir 

Tolfdir is old. Very old. And while 
it's easy for the others to write 
him off as a doddering old fool, 
he is actually one of the few real 
masters of Alteration magic. He 
loves his work, offering to give new 
apprentices their first taste of the 
College, and is always available to 
help if it's needed and if it doesn't involve too much physical 
activity. Despite his elderly nature, those with perceptive 
qualities know to treat him as the venerable mentor and 
advisor that his years have taught him to be. 

> Vendor: Alteration spells 

> Trainer (Alteration: Master): Tolfdir 





Lorekeeper: Urag gro-Shub 

Urag's never been a "normal" 

Ore, preferring books and spells 
to blades and war paint. He put 
on a good show for as long as he 
could, then quietly snuck off to 
the College of Winterhold when he 
had the chance. While he's very 
good at what he does and loves 
it, he's still somewhat conflicted by how contrary this is to 
what's perceived as typical Ore behavior. As such, he feels 
it necessary to attempt to maintain a gruff, serious exterior. 
He's actually developed a close relationship with Savos Aren 
and with Drevis Neloren (against his better judgment), largely 
because Drevis seems oblivious at Urag's attempts to drive 
him away. 

> Vendor: Books 

Apprentice: Brelyna Maryon 

Brelyna comes from a line of 
Telvanni wizards, well known for 
their proficiency. However, she is 
struggling with magic and has opted 
to study at the College, out of sight 
of her friends and relatives. Her plan 
is to get over whatever problem 
she's having and then return to 
Solstheim to finish her studies— and do so as quickly as 
possible. 

> Follower: Brelyna Maryon 

Apprentice: J'Zargo 

Encouraged by his peers to seek 
greater magical knowledge, he's 
traveled to Skyrim to learn what the 
Nords have to offer about magic. 
I'Zargo is not intimidated to be 
the only of his kind at the College; 
rather, he takes this as a sign that 
he's an exceptional mage. He 
believes himself superior to his fellow apprentices and thinks 
the only reason he hasn't already been made a scholar (or 
higher) is protocol. 

> Follower: J'Zargo 

Apprentice: Onmund 

As a Nord, Onmund's natural 
magical ability was seriously 
frowned upon by his family. Coming 
from a difficult childhood as a result, 
he's happy to finally be someplace 
where everyone is more like him. 
Unfortunately, no one seems quite 
as happy as he is, which he finds 
to be very puzzling. His frequent attempts to make friends 
and engage in social activities often fall flat, but this has not 
dampened his enthusiasm. 

> Follower: Onmund 




THE INVENTORY 


OVERVIEW 

THE BESTIA